If you read the posts in this thread you will pretty much get to the part that seems to be either bugged or corrupted without much difficulty: how to trap or kill the phantom? You apparently have to do something with the handcuffs and those iron rings that are found on a wall of his den, and with the chloroform-soaked cotton that you can throw down the vent, but all sorts of trials have not resulted in anything. The phantom always eludes confrontation by escaping whenever you enter his den.dave wrote:Having seen the discussion on the Brew, with a reference here, I've taken a look: both the Atari and C64 games are in basic (though you have to get the C64 version from a memory dump). So it may be possible to see whether there's any bugs in the games.
The problem here is that I haven't played the game through, so I'm not certain what may be bugged, or what is causing a problem. If somebody could ask direct questions or PM me a walkthrough to get up to speed, that'd be useful!
Opera House and QA for the Atari 400/800
Moderator: Alastair
Re: Opera House and QA for the Atari 400/800
Re: Opera House and QA for the Atari 400/800
Looking through the code, you can knock the phantom out and meet him when he's unconscious. The code to do this is:
This is in the routine for CLOSE VALVE, where:
Note, this is for the C64 version as I can't get the Atari version working...
Code: Select all
3670 A$="O.K.":IFK%=48ANDLN%=10ANDOB%(17,2)<>1THENPRINTM$(6):GOTO200
3675 IFK%=48ANDLN%=10THENPRINTA$:OV%=0:IFOB%(25,0)=12ANDCS%<>0ANDOB%(0,1)=1THENOB%(14,1)=0- Location is room 10 (I think this is ON A WALKWAY ABOVE SOME BACKDROPS)
- Carrying object 17 (A SPANNER)
- Object 25 (COTTON WOOL) is in room 12 (IN A STUFFY UNDERGROUND VAULT)
- Flag CS% is not 0 (i.e. chloroform has been poured into the cotton wool)
- Object 0 (HANDCUFFS) flags are 1 (seems to be that they're set up in room 12)
Note, this is for the C64 version as I can't get the Atari version working...
Re: Opera House and QA for the Atari 400/800
dave wrote:Looking through the code, you can knock the phantom out and meet him when he's unconscious. The code to do this is:This is in the routine for CLOSE VALVE, where:Code: Select all
3670 A$="O.K.":IFK%=48ANDLN%=10ANDOB%(17,2)<>1THENPRINTM$(6):GOTO200 3675 IFK%=48ANDLN%=10THENPRINTA$:OV%=0:IFOB%(25,0)=12ANDCS%<>0ANDOB%(0,1)=1THENOB%(14,1)=0Does that make much sense?
- Location is room 10 (I think this is ON A WALKWAY ABOVE SOME BACKDROPS)
- Carrying object 17 (A SPANNER)
- Object 25 (COTTON WOOL) is in room 12 (IN A STUFFY UNDERGROUND VAULT)
- Flag CS% is not 0 (i.e. chloroform has been poured into the cotton wool)
- Object 0 (HANDCUFFS) flags are 1 (seems to be that they're set up in room 12)
Note, this is for the C64 version as I can't get the Atari version working...
Those locations and objects are all familiar. If you read the earlier posts about this game you'll see that those of us who were trying to solve it were puzzled as to what exactly does this valve do when you turn it with the spanner, and it still is not 100% clear what does it do; it seems to open a passage to the phantom's lair in the vent (see our earlier comments about the sound of the music when the valve is open or closed.) Also, the chloroform-soaked cotton does not seem to knock out the phantom. I have tried dropping it down the vent when he's playing the organ down in his lair, but it doesn't do anything.
Re: Opera House and QA for the Atari 400/800
I think I mis-stated myself. The above two lines "knock" the phantom out (setting OB%(14,1) to 0).
So it looks like you need to get the chloroform soaked cotton wool to room 12 (down the vent?) and then CLOSE VALVE with the spanner, once you've placed the handcuffs.
So it looks like you need to get the chloroform soaked cotton wool to room 12 (down the vent?) and then CLOSE VALVE with the spanner, once you've placed the handcuffs.
Re: Opera House and QA for the Atari 400/800
It would be great if we could finish this game, but I, for one:
a) may not be able to read my handwritten notes;
b) cannot remember what I meant by them;
c) can only remember the ambience, the communal effort and camaraderie, AND the frustrations with all our efforts;
d) all of the above.
So-o-o, I will leave it up to you more alert and competent fellow-players. You can then get all of us past the hurdle. Just don't go too fast for me. I can only stay up til 2 AM in the summer. And that is over (sigh!)
Remember, I am in a different time zone out here in the New World, so as I read your messages (approx 6 pm my time), you are (mostly) all fast asleep (not "at the switch", mind you), meaning that there is a time lag in terms of correspondence, i.e. you finish while I am abed or at work... Yes there are lots of frustrations...
a) may not be able to read my handwritten notes;
b) cannot remember what I meant by them;
c) can only remember the ambience, the communal effort and camaraderie, AND the frustrations with all our efforts;
d) all of the above.
So-o-o, I will leave it up to you more alert and competent fellow-players. You can then get all of us past the hurdle. Just don't go too fast for me. I can only stay up til 2 AM in the summer. And that is over (sigh!)
Remember, I am in a different time zone out here in the New World, so as I read your messages (approx 6 pm my time), you are (mostly) all fast asleep (not "at the switch", mind you), meaning that there is a time lag in terms of correspondence, i.e. you finish while I am abed or at work... Yes there are lots of frustrations...
Re: Opera House and QA for the Atari 400/800
OK, if you look at earlier in the thread, you'll see this sequence was in the "to do" list, but I can't remember if I actually tried it, though. So I will try it again.dave wrote:I think I mis-stated myself. The above two lines "knock" the phantom out (setting OB%(14,1) to 0).
So it looks like you need to get the chloroform soaked cotton wool to room 12 (down the vent?) and then CLOSE VALVE with the spanner, once you've placed the handcuffs.
There is another further thing to consider: the handcuffs can be placed on the iron rings while the organ pit is up or down, but if you lock the rings after pressing the switch to raise the organ pit, you apparently can't get out of the lair.
Re: Opera House and QA for the Atari 400/800
I thought I had tried closing the valve, but if I had I obviously must have failed to do something else. Anyway I have now completed this game so thanks Dave.
Juan, you need to handcuff the rings when the organ is down.
Juan, you need to handcuff the rings when the organ is down.
Re: Opera House and QA for the Atari 400/800
So... the solution will be forthcoming soon, so I can finish this game.
Re: Opera House and QA for the Atari 400/800
What could that be? Can you trace back your steps and find out?Alastair wrote:I thought I had tried closing the valve, but if I had I obviously must have failed to do something else.
I have been trying with the Atari version and it does not seem to work. When I go back to his lair through the trapdoor I don't see him there (unless he's trapped inside the organ pit, but I can't bring it up once the rings are handcuffed, and I can't find any way to unlock or remove the handcuffs once they are in place.) If I go back to his lair through the sewer I get the typical "You see the phantom disappear cackling to himself" message.Anyway I have now completed this game so thanks Dave.
Juan, you need to handcuff the rings when the organ is down.
Did you finish it with that version or the Commodore one?
Re: Opera House and QA for the Atari 400/800
No real need to thank me - razors short of suggested this on page 2 - it just seems that it needed to be done in the right order. I guess closing the valve traps the chloroform in the room where the phantom is.Alastair wrote:I thought I had tried closing the valve, but if I had I obviously must have failed to do something else. Anyway I have now completed this game so thanks Dave.
Re: Opera House and QA for the Atari 400/800
I am sure we tried that, but what do I remember?
I can't even recall wat "platform" (if that is the correct word), I was using.
So, if the solution is posted, I'll pick up where we left off.
I can't even recall wat "platform" (if that is the correct word), I was using.
So, if the solution is posted, I'll pick up where we left off.
Re: Opera House and QA for the Atari 400/800
A solution will be up shortly (once I have worked out who to credit), in the meantime the order for knocking out the phantom is:
1. Handcuff the rings.
2. Drop the chloroform soaked cotton wool down the ventilation shaft.
3. Close the valve.
4. Go to the lair via the trapdoor.
This was done with the Atari version, but I suspect that the order for the Commodore version is the same.
1. Handcuff the rings.
2. Drop the chloroform soaked cotton wool down the ventilation shaft.
3. Close the valve.
4. Go to the lair via the trapdoor.
This was done with the Atari version, but I suspect that the order for the Commodore version is the same.
Re: Opera House and QA for the Atari 400/800
Alastair wrote:A solution will be up shortly (once I have worked out who to credit), in the meantime the order for knocking out the phantom is:
1. Handcuff the rings.
2. Drop the chloroform soaked cotton wool down the ventilation shaft.
3. Close the valve.
4. Go to the lair via the trapdoor.
This was done with the Atari version, but I suspect that the order for the Commodore version is the same.
You must have done something that none of us has done, because it does not work. I must have tried such a sequence a dozen times already. The phantom is not there when I get back to his lair through the trapdoor.
Re: Opera House and QA for the Atari 400/800
OK, I finally figured out what the problem was. All you have to do after that sequence is just carry the crossbow with you when you go back to his lair. If you don't, the phantom being knocked out by the chloroform does not happen, it looks as if you had done nothing at all. It's really a dumb requirement that does not make sense, no wonder we were stuck with this for such a long time.Alastair wrote:A solution will be up shortly (once I have worked out who to credit), in the meantime the order for knocking out the phantom is:
1. Handcuff the rings.
2. Drop the chloroform soaked cotton wool down the ventilation shaft.
3. Close the valve.
4. Go to the lair via the trapdoor.
This was done with the Atari version, but I suspect that the order for the Commodore version is the same.
Re: Opera House and QA for the Atari 400/800
That's a little strange as I did test the end game by not carrying the crossbow into the lair and the phantom was there. Mind you I did put the crossbow down after I had dropped the cotton wool down the shaft. So perhaps you need to carry the crossbow at some point after dropping the cotton wool for the phantom to show up, and with that condition met you can drop the crossbow and still meet the phantom in his lair.Juan wrote:OK, I finally figured out what the problem was. All you have to do after that sequence is just carry the crossbow with you when you go back to his lair. If you don't, the phantom being knocked out by the chloroform does not happen, it looks as if you had done nothing at all. It's really a dumb requirement that does not make sense, no wonder we were stuck with this for such a long time.