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Woodland Terror (Woodland_Terror.txt)

WOODLAND TERROR
MP Software
by John Hudson and Helen Seymour
BBC

This game is the sequel to Firienwood, a bit more interesting, though 
still has random elements, several dead ends, and many locations you can 
avoid. This time you are given points for selfless bravery. Random 
monsters still appear. You are given a choice to WAIT or HIDE. You can 
usually kill single goblins, but beware of when there are three.  There 
is a possibility that as you kill more monsters, you gain in experience, 
making it easier to kill other monsters. Kill what you cannot avoid. 
There continue to be too many red herring objects.

You need to help certain people which will lead to getting a certain 
object you need.

Solve the cryptogram in the tower by substituting each letter with the 
next one in the alphabet.

In order to get out from the location where the staff is, examine the 
letters on the silver papers. When rearranged they spell out the "magic" 
word from the prequel to this game ("neirif") which, when said, has the 
same effect it did in that game, i.e. it takes you to another location. 
This is helpful when you are faced with a monster you cannot kill.

The genie appears in various places (in the tower, past the fence, by 
the stream), apparently randomly. Sometimes you have several moves 
before he kills you, sometimes not. If you don't have the lamp, say NEIR 
to get away and go back to where you were.

To get out of the maze wander around until you see the vulture, then go 
W, S, S, S. To get to the mines, go W, S, E.

Your goal is to find the lamp and imprison the genie. 

You begin at the edge of the lake. Go E, TURN WINCH (you drain the 
lake), N, N, N, N, ENTER (you see a goblin run off with a bag), WAIT 
(the goblin runs south), S, OPEN DOOR (you will have to pick the lock, 
PICK LOCK (you have nothing to use), N, UP, TAKE PAPER, EXAMINE PAPER 
("erifin"), DROP PAPER, TAKE KNIFE, TAKE SABRE, TAKE GLOVE, WEAR GLOVE, 
TAKE SCREWDRIVER, TAKE TIN, DOWN, S, PICK LOCK, DROP SCREWDRIVER, S, 
FREE DWARVES, N, N, E, PUSH WALL (you reveal a hidden chamber), E (the 
door closes behind you), TAKE HAT, WEAR HAT, TAKE STAFF, NEIRIF (you are 
transported to the edge of Firienwood), E, E (you see a woman chopping 
wood), CHOP WOOD (she tells you to get berries for the hermit), W, W, N, 
W, S, W, TAKE BERRIES, E, N, E, E, N, ENTER (the hermit drops food), 
GIVE BERRIES (he gives you a key and tells you to search the mines), 
TAKE KEY, EXAMINE KEY (high voltage), OUT, S, W, W, S, S, W, S, S, W, N 
(by a tree with a hole), N, IN (you see "vzud rszee") WAVE STAFF, IN, 
IN, DOWN, S, UP, W, PULL RING (you create an entrance), ENTER (you are 
back in the hall), N, N, OUT, S, S, S, DOWN, TAKE ORNAMENT, UP, EXAMINE 
ORNAMENT (shaped like a man and has a hole in the top), S, W, S, S, E, 
N, N, E (you are back at the tree), ENTER, DOWN, S, FILL TIN, S, UP, UP, 
E, OPEN DOOR (you need to wear the glove at this point or you will be 
electrocuted), DROP KEY, ENTER (you see a lamp embedded in a crystal), 
POUR WATER (the crystal dissolves), DROP TIN, TAKE LAMP, NEIR, N, W, S, 
S, W, S, S, W, N (by tree), N, S, E, E, S, S, W (you see a vulture), W, 
S, E (by a fence), IN, E, DOWN, DOWN (you see the genie) RUB LAMP. You 
are finished.

Terri Sheehan
2006-03-15

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