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16-BIT. 100 % HERZ // KICKSTART 3.1 // WORKBENCH LOADED

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Main Content - Cheats
_
68%
CPU Usage
512KB
Chip RAM
42
Processes
EXPLORING THE OUTDOORS

 Go to the Entrance Hall, and ring the bell. The Jester will ask you a riddle.
Answer "time," and the Portcullis will open. Go north to the Inner Bailey, and
take the worm (needed later). Continue northwest to the Causeway and Barbican.
Go up, and turn the wheel to open the bridge. Continue northwest to the
Drawbridge, and the Outer Bailey. The Perimeter Wall northwest of the Bailey
cannot be passed until the end of the game.

 Go southwest from the Bailey to the Garrison, and open the locker. Take the
key, which opens the West wing. Go northeast and follow the northeast path to
the Shady Park. You can explore the church to the South, but it is not
essential to the game. In the URS Office North of the park, answer
"bookkeeper" to the riddle and take the Zorkmid Coin. Go back to the park, and
East to the Village Center. The courtroom to the North is not essential to the
game.

 Go south from the Village Center to the Post Office. Take the package and
open it. The magic homing pigeon works as follows: Anyone who takes it will be
transported to the location of the perch. Go north to the Center, and east to
the FrobozzCo Lobby. Climb to the office of Frank Lloyd Flathead and take the
T-SQUARE (item 4). Then walk down to the basement.