DAAD·Archiwum
← wszystkie gry

Fuddo and Slam

WydawcaZenobi Software
Rok1988
Jezyk oryginaluEnglish
AutorzyJohn Wilson
SystemyAdventuron, DAAD, PAW, Quill, The/AdventureWriter
PlatformyAmstrad CPC, Atari ST, Browser, C64/128, Spectrum

Opis

Obładowany złotem i z pierścieniem GULLEMA bezpiecznie schowanym w kieszeni, BULBO wrócił do swojej wygodnej norki i postanowił osiąść i cieszyć się spokojniejszym życiem.

Jednak po kilku miesiącach dopadła go nuda, a by ją złagodzić, zajął się „BOGGLINGIEM” — sportem ukochanym przez lud SHYRE. Niestety dla BULBO był bardzo słabym graczem i wkrótce stracił całe złoto! W końcu, pewnego „niezapomnianego” dnia, postawił pierścień GULLEMA w ostatniej, desperackiej próbie odzyskania utraconego majątku… ale niestety i jego stracił! Wrócił chyłkiem do norki i tam przyjął życie pustelnika………

Może TOBIE uda się pomóc FUDDO wykonać jego „ZADANIE” i odnaleźć zaginiony pierścień?

W swoich wędrówkach napotkasz wielu różnych bohaterów: Krasnoludy, Elfy, Orki i Smoki. A także kilku innych z bardziej współczesnych czasów! Ale najużyteczniejszym towarzyszem twoim i FUDDO będzie z pewnością SLAM, więc odszukaj go i namów do pomocy.

Uwagi

Pierwotnie gra na Spectrum w Quillu. John Wilson wrócił do niej jakieś trzydzieści lat później i przygotował wersję PAW CP/M na Amstrada oraz edycję DAAD na C64 i Atari ST.

W 2018 r. John stworzył wersję w Adventuronie, która działa w przeglądarce. Wykorzystuje ona grafiki Shauna McClure'a, które pierwotnie znalazły się w galerii na stronie B kasety z przygodą.

Zagraj / Pobierz

Wersje przeglądarkowe są hostowane lokalnie i osadzone poniżej. Pliki klasycznych platform pochodzą z otwartych archiwów; tytuły komercyjne linkują do autora.

Szukaj wersji grywalnej też w: Spectrum Computing · Internet Archive · CASA

Zrzuty ekranu

Zrzut ekranuZrzut ekranu

Solucje i dokumenty

Tresc oryginalna (jezyk gry). Rozwin, aby zobaczyc.

Solution — Richard Bos (Fuddo_Slam.txt)
                              Walkthrough for

                               Fuddo & Slam

                        by John "The Balrog" Wilson

                          Written by Richard Bos


  First, a few notes.

  To start with, this is a Quilled game for the ZX Spectrum. Therefore, words
are significant to four letters. "It" does not exist. To speak to people, you 
do not use quotation marks. You just TALK TO PERSON, and then make a request.
  Obviously, since this is a walkthrough, spoilers are rife below. I'm not
taking you past every single clue and sight, but I do provide some commands
which give some hints while not being strictly necessary to get to the end.
The game originally came with a sheet which mentioned some more obscure verbs,
and extensive hints appeared in various magazines back in the day. These can
still be found on CASA and the Tipshop.

Let's go get some assistance, first.

  Go east six times and south. Slam claims that you could have called him;
this is a barefaced lie. However, you _can_ do so from now on. You can also
ask him to follow you, but (in true Tolkien-based-game style) he may decide
to wander off. I'll leave it to you to decide whether that's worth the
trouble, but either way, if you need him and he isn't there, just Call Slam.
It works no matter how far away he is, except for one single location (where
it doesn't matter).
  Go north, west four times and north. Leave the spade for now. Examine the
hedge and enter that tunnel. Talk to Slam: enter tunnel. Now enter the tunnel
yourself. Talk to Slam: give me the string. Go east and make a torch from the
twigs. Go south, west four times and south, then east thrice. Get the ladder.
Go back north and west thrice. Examine the dragon. Annoy him... but how? Who
do we know who is an expert at being annoying? Talk to Slam: annoy the dragon.

  Go north twice, east thrice and north. Now take the spade. Go East thrice,
north, west, south, up, south, west, north. Get the lodestone. Untie the
string, and tie string to the lodestone.
  Go all the way back south, east, north, down, east, south. and east four
times. Talk to Slam: help with alien. (This option was explained in the
documentation, so it doesn't count as a cop-out.) Talk to Slam again: use
poke. One of the few justified uses of USE I've ever seen in an adventure
game!
  Go east and north. Lift the carpet, open trapdoor, down. Lift the cassettes,
take the sack and climb the ladder (no up-stairs, you see?). Go up and west.
Examine the calendar. Turn page until you come across Teaser (but no
further!), then tear that page out.

  Go east, down, south, west thrice, north twice. Talk to the elf. Buy the
axe. South twice, west four times and south. Cut a tree, then roll tree.
You'll need help, so call Slam beforehand if he's not with you. Now go north,
east thrice and south. Fill the sack, then use (meh) compass to escape the
desert.
  Go east and south. Ah, there's our tree. Cross it (never mind the ladder),
and continue south and west. Climb Slam. Search the leaves and skin the bear.
Go back down, east, north, cross, north, west six times to the starting point,
and north. Take the crown.

  And back again... south, east seven times, south. Search the weapons and
take the sword. North, west eight times, south, west. Give the sword to the
dragon (who, amazingly, doesn't try to burn us again). Go east, the north
thrice. Examine the pedestal. Don't just take that Crush - instead, swap.
  And now for the final stretch: go south thrice, west,  north twice, east,
north, up, north, down, north twice and east to collect the ring. You will
automaticcally find yourself in Bulbo's burrow - but where is he? Open the
window, give him the ring. Call Bulbo.

You've now finished your main quest, but there are still 15 points to be had.
And, I'm not telling you where - that's your penalty for reading walkthroughs!
I will give you some hints, though: it's an action that has no relevance to
the rest of the game, it's something which Hobbits - sorry, Boggits - are very
fond of, and you could have done this at any point in the game. Good luck...
Map — Richard Bos (file_15407)
Hints — iamaran (Fuddo_Slam_hints.txt)
FUDDO and SLAM (tips)

To cross the river: Chop tree and roll it.

To survive icy wasteland: Search mound and skin bear.

To deal with mothership: Ask Slam to use poke.

To avoid being crushed by enormous ball: Swap full sack for crush.

In Chateau Wrathful: Turn page on calendar.

To survive in war-zone: Carry ice crown.

RIVER ..... To cross this you will need to visit the "shoppe" and BUY AXE. Now go to the
"Large 
Copse of Trees" and CHOP TREE. Now make sure that SLAM is with you and then ROLL TREE into
river, 
it will float downstream and become trapped in the rocks and form a makeshift bridge.


COLD ..... To survive the "Icy Wastelands", make your way over the bridge and then to the
"Base of 
the Cliff" where you can use Slam to get into the opening .... CLIMB ONTO SLAM. Once inside,
SEARCH 
MOUND or MOVE LEAVES to reveal a dead bear, so SKIN BEAR to get a length of fur. This will protect 
you from the cold.


WAR ..... To prevent Fuddo being killed in the "WAR ZONE", make sure he is carrying the
ICE CROWN 
when he enters.


DRAGON ... He serves two purposes, one to light the TORCH and the other to prevent Fuddo entering 
"CRUSH TOWER".1.. Go to the "Forgotten Forest" and TAKE TWIGS, now ask SLAM for
some string and 
then use this to MAKE TORCH. Visit the DRAGON and then ask Slam to ANNOY DRAGON and provided the 
TORCH is in the backpack, it will be lit, even if it is indirectly.2.. When the armies depart the 
"War Zone", SEARCH WEAPONS (the ones that are lying scattered around) and when FUDDO finds
the 
SWORD make sure he takes this to the Dragon and GIVES SWORD to Dragon. This will allow you to enter 
the Tower.

ICE .... To melt the ice in the "ICE CAVE", just visit there when carrying the LIT TORCH.
Make sure 
you go via the "Forgotten Forest" otherwise the torch will get blown out when you enter
the "ICY 
WASTELANDS".

LOST .... To find your way out of the "Deserted Plains", first take the LODESTONE from the
"ICE 
CAVE" and then UNTIE STRING from the "soggy torch". Now TIE STRING to the LODESTONE
to form a 
"Primitive Compass". Now all you have to do is to USE COMPASS.

SACK .... To find this, you will need the LADDER and some help from Slam. First ASK FOR HELP WITH 
ALIEN and then pick up the "Poke". Now when you meet the "MOTHERSHIP", just say
to Slam USE POKE 
and that will dispose of that. Once inside "Chateau Wrathful" make your way down into the
cellar 
(MOVE CARPET - OPEN TRAP - DOWN) and then just MOVE CASSETTES. Take the SACK and the SPADE and head 
to the "Deserted Plains" where you can now FILL SACK.

CRUSH .... To get hold of "CRUSH (issue 1)" without being crushed by the "Enormous
Ball", just SWAP 
SACK for Crush. (provided the sack is FULL)

BULBO .... To discover his whereabouts, just OPEN WINDOW in the "Burrow" and then either
CLOSE 
WINDOW within 3 moves or freeze to death or else OPEN WINDOW when wearing the length of fur.

PAGE .... Once inside "Chateau Wrathful", make your way up to the "Office" at
the westerly end of 
the corridor at the top of the stairs. In here you will find a CALENDAR nailed to the wall, so 
merely TURN PAGE until you find the one you want and then TEAR PAGE to remove it.

RING .... Take the "Picture of Teaser" and the copy of "CRUSH (issue 1)" to
"TIMMY CONVANT" and as 
soon as you enter his cottage he will take them both and give the RING in exchange.

END .... To complete the game, return with the ring to Bulbo's "Burrow" and then GIVE
RING to 
Bulbo. When he vanishes just CALL BULBO and the game will be complete.


GENERAL

TALK .... To talk to Slam just input SPEAK TO SLAM and then when he turns to listen, just SAY GO 
NORTH or whatever you want him to do.

HELP .... To illicit some help from Slam, once again SPEAK TO SLAM and then ASK FOR HELP WITH 
GULLEM or whatever you wish help with. Some of the replies will be in a form of code, but this can 
be easily cracked.

SLAM .... To find him at the start, just go to the "Edge of the River" where he will be
fishing and 
then SPEAK TO SLAM and then SAY FOLLOW ME. If he is in a "friendly" mood then he will
obey. If at 
any time after this he wanders away just CALL SLAM and if he is physically able to do so, he will 
return.

TORCH .... When this is LIT, stay away from the "Icy Wastelands" and the "Inn"
or else you will 
lose it.

WEBS .... To create a passageway through these, just SPEAK TO SLAM abd then SAY GO TUNNEL.


SACK   .... To find this, you will need the LADDER and some help from Slam. First ASK FOR HELP WITH 
ALIEN and then pick up the "Poke". Now when you meet the "MOTHERSHIP", just say
to Slam USE POKE 
and that will dispose of that. Once inside "Chateau Wrathful" make your way down into the
cellar 
(MOVE CARPET - OPEN TRAP - DOWN) and then just MOVE CASSETTES. Take the SACK and the SPADE and head 
to the "Deserted Plains" where you can now FILL SACK.CRUSH  .... To get hold of
"CRUSH (issue 1)" 
without being crushed by the "Enormous Ball", just SWAP SACK for Crush. (provided the sack
is 
FULL)BULBO  .... To discover his whereabouts, just OPEN WINDOW in the "Burrow" and then
either 
CLOSE WINDOW within 3 moves or freeze to death or else OPEN WINDOW when wearing the length of 
fur.PAGE   .... Once inside "Chateau Wrathful", make your way up to the "Office"
at the westerly 
end of the corridor at the top of the stairs. In here you will find a CALENDAR nailed to the wall, 
so merely TURN PAGE until you find the one you want and then TEAR PAGE to remove it.RING   .... 
Take the "Picture of Teaser" and the copy of "CRUSH (issue 1)" to "TIMMY
CONVANT" and as soon as 
you enter his cottage he will take them both and give the RING in exchange.END    .... To complete 
the game, return with the ring to Bulbo's "Burrow" and then GIVE RING to Bulbo. When
he vanishes 
just CALL BULBO and the game will be complete.GENERALTALK   .... To talk to Slam just input SPEAK 
TO SLAM and then when he turns to listen, just SAY GO NORTH or whatever you want him to do.HELP   
.... To illicit some help from Slam, once again SPEAK TO SLAM and then ASK FOR HELP WITH GULLEM or 
whatever you wish help with. Some of the replies will be in a form of code, but this can be easily 
cracked.SLAM   .... To find him at the start, just go to the "Edge of the River" where he
will be 
fishing and then SPEAK TO SLAM and then SAY FOLLOW ME. If he is in a "friendly" mood then
he will 
obey. If at any time after this he wanders away just CALL SLAM and if he is physically able to do 
so, he will return.TORCH  .... When this is LIT, stay away from the "Icy Wastelands" and
the "Inn" 
or else you will lose it.WEBS   .... To create a passageway through these, just SPEAK TO SLAM abd 
then SAY GO TUNNEL.

*****************************************************
Displayed on the Classic Adventures Solution Archive:
http://hjem.get2net.dk/gunn/

Zrodlo danych: CASA