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Napoleon's Sandwiches (Napoleons_Sandwiches.txt)

Napoleon's Sandwiches
(SimSoft)

This two-part adventure was penned for the C64 and reveals many of 
the problems when the Quill writing system is not used properly. Many 
flags are not set once an event has occurred (especially in part 
one), meaning that it is possible to repeat actions unnecessarily and 
rack up scores well in advance of 100%. Additionally, the author does 
not seem to have considered the need for synonyms, so guessing the 
verb-noun combination plays a vital part.in solving this adventure. 

Fortunately, though there are several red herrings, the plot is 
basically linear and there's a degree of wit and a lack of spelling 
mistakes which might have raised it to a higher level.

Part One

You start the game in your hovel where Pepe La Fete, ADC to Napoleon, 
bursts in and instructs you to deliver the Emperor's missing lunch.

Leave hovel, west, get empty, leave hovel, examine sign (but ignore 
the route it suggests otherwise you'll lose part of your inventory).

East, read notice, inventory, buy frog, tie frog, kiss frog (note 
that despite tying the frog and, presumably, holding the string, 
dropping the frog anywhere but the right place will see it hopping 
off into the distance).

East x 3, examine Ivy (note the capital letter), call Ivy (she drops 
a key into the water-butt), empty butt, examine butt, drink water (a 
clue), drop frog, get frog, pull string (you now have the door key, 
but ignore the door for the moment).

South x 2, examine peasant, get bottle, north x 2, unlock door, 
examine cobwebs, east, examine cauldron, examine liquid, drink 
liquid, get cauldron, fill bottle, inventory (you now have a bottle 
of glue), west, south, east, examine remains, get charcoal, score 
(10%).

West, north, leave, south x 2, enter inn, buy drink (the barman tells 
you about the upstairs sleeping quarters, though they apparently 
don't cost any money), drink beer, book room (the barman hands you 
the key to room 2, but it does not appear in your inventory when you 
arrive in the room).

Right, examine closet, open door, get coat, examine coat, examine 
pockets (but leave the coins for the moment), left, sleep, down, 
east, examine container, get container (overloaded), drop door (key – 
you can't pick this up again, another fault in the game, but you 
won't need it), get container, examine liquid, fill lamp, score 
(20%).

West, leave inn, south, west, read names (another clue), mark 
sandwiches (you draw a great big "N" on the pack), drop charcoal, 
north, west, get bronze (coin), give coin (which one?), bronze coin 
(note that "give bronze" does not work) – the urchin offers some 
advice about where to sleep which should be remembered.
South (you drop your sandwiches, but, fortunately, you'd "marked your 
package" – utterly pointless, but it takes your score to 26%), north, 
west, enter courtyard, get cannonball, leave courtyard, west, examine 
shrine, pray (another clue – you can try getting the flowers or 
statue or breaking the latter, but it won't advance your cause).

West, get silver (coin), drop coat (if you'd tried wearing it, you'd 
already discovered that it was too small), pay ferryman (with what?), 
silver coin, get scroll, examine scroll, break seal, read scroll, 
drop scroll, play whistle, drop whistle, board ferry, score (27% - an 
extra one per cent for all this pointless palaver), drop cannonball.

South x 2, examine footprints, east x 2, get pots, bang pots (the 
rats disappear), get rope, south (an aura demands release, but note 
the composer), west, examine books, get manuscript, get Tschaikovsky, 
open manuscript (another hint), drop Tschaikovsky, east, north, east, 
get ladder, south, examine ferns (or moss), get key, drop rope, get 
key, north, unlock door, drop iron key, score (36%).

West, west, south, examine chandelier, drop ladder, get cellar key, 
north, east, light lamp, drop tinderbox, unlock door, open door, down 
(despite the fact that the door is apparently to the north!), examine 
wine, move rack, smash brick (and the aura now becomes a ghost which 
drops a hip flask), get flask, up, extinguish lamp, drop lamp 
("please be more specific" – why?), drop full, drop pots, drop cellar 
key.

East x 2, get planks, east, give flask (and get a map in return), 
west, south, get rope, read map, score (45%).

South x 2, west (note what the artilleryman drops), get canteen, 
west, fix bridge, west, north, get bag, open bag, get meat, give 
meat, east x 2, give water (and the hussar gives you a pass in 
return), score (59%).

West x 2, south, east x 4, north, show pass, east, examine trough, 
get object (you find a knife), score (68% - so, for doing relatively 
little, your score has leapt some 23 points).

North, east, examine altar, pull rope, east, read tombstone, get 
tools ("What tools?" I hear you cry – yep, they're not listed), get 
hammer, drop map, get chisel, west x 2, south, east, enter school, 
read blackboard, examine desk, open drawer, break drawer, drop 
hammer, drop chisel, get apple, leave, score (69%).

West, south x 2, east, sleep, west, north, east x 2, south, pick 
fruit, south x 2, get sundial (a joke), north x 3, west x 2, south, 
give pear, give apple, mount horse, north, east x 2, south x 2, west, 
south, cut rope (the balloon takes off and the code for part two is 
revealed as FX1A T7P4, but who knows what your final score is as 
that's your lot!).

Part two

Having entered the above code you find yourself captured by the 
British and locked in a cell, minus your sandwiches.

Examine crack, get fluff, examine fluff, call guard, bribe guard (and 
you're out), score (5%).

East x 3, get wine, open cupboard, get loaf, examine desk, open 
drawer, get keys, read roster (but ignore the password – another red 
herring, though a logical one), examine keys (they're on a ring and 
numbered).

Here now follows one of the most ludicrous pieces of slipshod 
programming ever encountered – presumably, the cell keys are on a 
long piece of elastic! West x 2, examine door, unlock 2, open door, 
east x 2, get keys, west x 2, enter cell, give wine (the prisoner 
tells you about the only means of escape from the Chateau), unlock 2, 
open door, leave cell, east, examine door, unlock 4, open door, east, 
get keys, west, enter cell (a huge clue – remember "NEWS"), unlock 4, 
open door, leave cell, east, drop keys, score (still 5% for all that 
work!).

South, up, examine painting (oh, ho, ho, ho!), examine keyhole, west, 
south, west, get paper, examine paper (a pass – note that taking any 
other directions once you are in the entrance would see you back in 
the cell and render the game unwinnable – and, key question, why 
can't you actually leave the entrance? It must be the only one in 
existence without a door!).

Get butter, get stub ("candle" is not accepted), north, examine 
shelves, get cheese, south, east, get cutlery, get knife, make 
sandwiches, drop knife, south (hmm, you need something extra), score 
(17%).

Get china, get handkerchief, wave handkerchief, drop knife, drop 
handkerchief, up, south, examine bed, get blanket, north, west, 
south, examine equipment, get sheet, north, east x 2, south, get 
curtain, examine clock, open clock, move hands, enter room, get box, 
inventory (the candle has been replaced by a lantern), score (20%).

Leave room, north, east, examine belt, open pouch, get case, examine 
case, open case (a compass), read schedule, west x 3, up, south, get 
cross (oh, dear!), north, east, south, get tinderbox, north, east, 
get coat, wear coat, open window, west x 2, down, east, down, south x 
2, get tower key, get hors d'ouvres (aha,.a spelling mistake and you 
can't get one anyway), north x 2, east, open door, enter office, say 
dinner, get key, score (31%).

Leave, down, north, unlock armoury, get musket, get boots, wear 
boots, leave, south, up, west, up, west, up, east, north, up x 2, get 
rope, unlock door, enter room, climb out (note the view; that would 
be the Clapham in France then!), unscrew hook, drop key, drop tower 
key, get hook, climb in, open door, leave room, down x 2, south, 
east, score (still 31%).

Climb out, screw hook (if you don't have the sheet, you'll land on 
the Camp Commandant and the game becomes unwinnable), get sheet, 
south, west, clear weeds, down, light candle ("light lantern" does 
not work), east, get rings, east, south, examine dinghy, make sail, 
board dinghy, score (45%).

South x 2, steal clothes ("you're not stealthy enough"), north, board 
dinghy, east, north, give sword (you're offered the choice of gloves 
or riding boots), gloves, wear gloves, east, inventory (you'll note 
that your lantern is once again a glass box), get candle, inventory 
(and now you have a lantern again – all unnecessary, since you'll 
never need to light it!), score (still 45%).

South, climb down, look, get book, read book, south, get cage, 
examine cage, score (49%).

North x 2, west, south, board dinghy, west, north (remember "NEWS"?), 
north, east, west, south, catch ferret, score (61%).

South, west, east, north, south, board dinghy, south x 2, steal 
clothes, get uniform, remove coat, wear uniform, west, jump aboard, 
east, south, get thin, examine thin, read thin, open book, examine 
thin ("Fraises du Bois Bleu" = blue wood strawberries), drop uniform.

South (the sentry demands a password), blue strawberries, east, 
Napoleon's sandwiches (they're delivered and you've won – 100%).

 

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