A Walkthrough of Sir Ramic Hobbs and the Oriental Walk ------------------------------------------------------ Gil Williamson October 1996 (c) Amazon Systems 1996 General Points: ---------------- The adventure is deliberately pitched at beginner level. Hence, I believe that all the clues for the solution of the game are either obvious from the text or (as in the end-game) a result of trying a few well-defined and logical alternatives. It is impossible to die in this adventure, and, I think, it is also impossible to be marooned.. ie unable to complete the adventure because of some bad decision you make.......so, at any rate, have I strived, though it's hard for me to think of all the bad decisions you might make! This walkthrough, as you'd expect, is bare-bones. Most of the entertainment in the adventure is derived from examining and manipulating the objects in the game, so you miss them with the walkthrough. The Walkthrough: ---------------- Items in brackets are not strictly necessary. (Read the agreement to see your objective). Go East to the Anteroom. Examine the Hat, and note that a dove escapes with the key. Get the Corkscrew. West to the Banqueting Hall. Throw the soup on the fire, then go West into the fireplace and up twice to the roof. Go East to the Dovecote and get the key and the handle. Return to halfway down the chimney, and pull the brick. You'll find yourself in the cell with Harvey - a large dog. Throw the bone for Harvey to make friends, then follow him. You arrive back in the Alcove off the Anteroom. Go North to the Anteroom, West to the Banqueting Hall and turn the tapestry. When you've opened your visor, open the cupboard with the key and get the flute and the music for Colonel Bogie. East again, press the button to illuminate the alcove (this is on a timeswitch, and you need to press it again when it goes Click). Go up to the Gallery, then North to the bedroom. Open the drawer and see the Chinese Box. Slide the panel and turn the lid to open it, and get the vial. The vial is used to alter yourself, in association with certain magic words. Get the Copper Plate. (Examine the plate in the mirror). Turn the bedknob and get the rolled document that falls out. Unroll the document. It turns into the music for Green Sleaze. South to the Gallery. Call Harvey if he isn't present already, and throw his bone. While the librarian is otherwise engaged, go South into the library, get all - the music for Amazing Grace and two books, one of which is important, and contains the magic words - then go North to the Gallery again. (You can see the effects of the magic words by drinking the vial and saying the words in the bedroom, then looking in the mirror.) Down, North to the Anteroom, press the button, South and Down the Cellar steps. Turn on the switch for the cellar light, and go back up. North to the Anteroom, sit, and play Green Sleaze. The armchair transports you to a pinnacle. Drink the vial. This gives you the power to transform by saying a magic word, but it wears off after a dozen turns or so. Say Awk to turn into an eagle, and fly. You retrieve the music for Purple Brain. Say Logout to stop being an eagle. Sit again and play Amazing Grace. If you forget to sit, and the armchair leaves without you, don't worry. It'll be back. Grace takes you to the Cellar. Get the notice and the wine, sit and play Colonel Bogie to return to the hall. East, press the button, Up to the gallery and West to the study. Put the handle in the printing press, the copper plate in the holder, the notice in the hopper. Open the wine with the corkscrew and pour it in the ink reservoir. (You can also use the soup as ink). Turn the handle and get the almanac that results. East to the Gallery, Down, North and West take you back to the Hall. Sit and play Purple Brain. You will arrive at the beginning of the Wall. At this stage, all you need are the almanac and the vial. The route along the wall varies every time, and you cannot save to freeze it. Read the almanac to find the route. The words North, South, East or West are buried in the Almanac text... eg first letters in every line; 1st, second, third, fourth etc. letters in successive lines; Vertically up or down the middle of the Text; First letters of each sentence. You emerge at Quince's courtyard. To defeat Quince and get the Deeds, you have to alter constantly. Keep drinking the vial to renew the ability. Starting at Quince's Courtyard, drink the vial and say Biff. As an elephant, go North. Quince becomes a mouse. You must say Compress to reduce yourself into one foot of your armour, then go North and East to emerge, tiny, into the courtyard. Go North into the palace through the mousehole. Quince (as an Elvis) repulses you. Go West, South to return to the boot heel for re-inflation, then say Vi to become invisible and go North again. Quince, as a leopard, is very suspicious, and will find you if you stay like that, so say Grep to become one of many frogs on the floor. Talk to the frogs (who are all really people) to get the info about the deeds, then say Pwd to become a lawyer, get the yearbook (actually the Deeds) and read them. At this stage, you win the game with a maximum 55 points. A number of rooms are not visited in this walkthrough, some because they do not exist in a real sense, others because they need not be visited because they are blind alleys. Have fun. Gil