KNIGHT ORC (Level 9) (?)

PART 1:

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, 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, 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 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, 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 trophy case. 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. 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.

PART 2:

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 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. 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 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 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 moment, 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 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 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 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. 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 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 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, 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,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 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 and throw the ring into the fire. Then examine it to learn the EXORCISE spell. Now find the driftwood, 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, 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. 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 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 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. Bring the three of them down to the exit hallway, 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!

THE END!

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