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Giant Killer (Giant_Killer.txt)

GIANT KILLER
by Peter Killworth
Topologika
Spectrum +3

This is purportedly a children's game, though I would say for late 
adolescence is more likely. While the story line is based on the fairy 
tale Jack the Giant Killer, the mathematical and logical puzzles in the 
game are not easy to solve. Each time you play, most of the puzzles, 
though they stay the same, the variables change. Major mathematics is 
not needed though logical thinking is. Because of the randomness in the 
puzzles, a complete walkthrough cannot be given.

You are Jackie (male or female) sent by your mother to buy a pig at the 
market. You have a groat. Go NW (you see a trapdoor), OPEN TRAPDOOR (no 
key), SE, S, E, E, NE (you see two games to play - one requires a 
groat), S.

Calculator puzzle: You need to find the number that results in an answer 
of 100 decimal something, when multiplied by the number you are given 
(random each time you play). Divide 100 by the number you were given and 
type it in (you win a penny), N, N.

Mirror Maze:  This too is random each time you play. To solve this 
puzzle, keep going toward the small reflection. Sometimes there is more 
than one choice. If there are two choices, don't go in the direction you 
came from, as this is a straight-step, linear maze. If there are three 
"small reflection" choices, going in the wrong direction and then back, 
will land you back at that junction, but going back in the direction you 
came from will make you double-back, so go in a new direction.

Go E, S, SW.

Bottle  puzzle:  You need to end up with three rows with four bottles 
and one row with six bottles. You need to have three columns with four 
bottles (i.e. all the columns filled), and the other three columns with 
two bottles. Since one row already has six bottles, put one bottle in 
each of the remaining three rows in a diagonal. It is easier to do with 
paper and pencil first. One solution is: 1,1; 2,1; 4,1; 6,1; 1,2; 2,2; 
4,2; 5,2; 1,3; 2,3; 3,3; 4,3; 1,4; 2,4; 3,4; 4,4; 5,4; 6,4, but there 
are others. You now have a magic bean.

Go W, SW, W (your mother greets you), W, W, W, TAKE CHEESE, N (for help 
say <random word>), TAKE BIRDSEED. Say <the word you were given> (a 
fairy godmother arrives and tells you she will help when you are stuck), 
S, W (you are at a cliff and see a figure), E, E, E, N (in your garden), 
PLANT BEAN (a beanstalk sprouts up), UP, UP, UP, NE (you see a castle), 
NE (the door is too stiff to open), N, NE, E, TAKE WAND, SE, S (you see 
a hole), DOWN, NW (the mouse chases you out), THROW CHEESE, NW, NW, TAKE 
TOOTHPICK, W (you are given the rules to the game - part 1), TAKE 
CANDLESNUFFER (your fairy godmother takes it), E, NE, NE, TAKE TIEPIN 
(the cat throws you out), SW, SW, DOWN, DOWN, DOWN, S, W, W, W (at the 
cliff again), WAVE WAND (the gerfalcon flies over - one ride only), TAKE 
GAUNTLET (your fairy godmother takes it), W (the rules Part 2), TAKE 
MATCHBOX, N.

Beach puzzle: You need to reach the island by laying the plank and log 
diagonally to reach the island. Go W, TAKE PLANK, W, DROP PLANK, NW, NW, 
N (you see a log), TAKE LOG, S, SE, DROP LOG, NE, NE (you are on the 
island), TAKE ELEPHANT (your fairy godmother takes it), SW, SW, SE, E, 
E, S, E (by the gerfalcon), DROP BIRDSEED (it flies you back), E, E, E, 
N, UP, UP, UP, NE, NE, E, NE, N (at the  hole), DOWN, NW (at the mouse), 
NW, NE, NE, SW, SW, W (the cat smells mouse and goes southeast), E, NE, 
NE, UP (you are beside a giant on a draughts board, i.e. checkerboard).

Draughts puzzle: Note which piece the giant picks up and head in that 
direction. When he stops picking up pieces you are stuck. Say <the word 
your fairy godmother gave you>. You are rescued by her into an inkwell, 
E (you can't see).

Initials puzzle: This is a maze that you need to map (and save/restore 
at each junction). Drop the matchbox at points where there is more than 
one exit. Use paper and pencil to note each exit in order to determine 
the initials (even though you don't know that yet). When you reach the 
location which tells you "say initials to proceed", you should be able 
to determine the initials. These vary. TAKE NIB (your fairy godmother 
takes it). Say <the initials you traced>. You are on the floor near four 
spider holes. TAKE KEY.

Toaster puzzle:  The objective here appears to be to hit each location 
at least once. This puzzle does not appear to be random. Going southwest 
first gives you the most moves. Go SE, N, E, N, E, S, E, S, S, W, N, W, 
S, W, N, E, N, E, S, E (in the cubbyhole), TAKE GOOSE, SW (the giant 
chases you), SW, SW, DOWN, DOWN, DOWN, CHOP BEANSTALK, NW (the goose 
squawks out a number and lays an egg), WAIT (the egg disappears), 
INVENTORY (you have a key), DROP GOOSE, NW, UNLOCK TRAPDOOR, OPEN 
TRAPDOOR, DOWN, LIGHT TORCH, LOOK (you are in a cellar), TAKE DOUBLOON 
(your godmother takes it), E, TAKE TOKEN, W, N,  INSERT TOKEN (a card 
drops out), INVENTORY you have the King of Hearts), S, W (at the yellow 
curtain), INSERT KING (the curtain turns green), W, S.

Shapes puzzle: I think there is some logic to this puzzle about what 
shape can interlock with what shape, but I just found that the hexagon 
worked. TAKE HEXAGON, N, THROW HEXAGON, S, TAKE HEXAGON, N, THROW 
HEXAGON, S, TAKE HEXAGON, N, THROW HEXAGON (it's now safe to cross), W 
(post-acid room - the first password letter is <random letter>, TAKE 
AMBER (your godmother takes it), NW.

Workmen puzzle: Here, at least, I thought you could drop objects to map, 
though, if I saved in the middle, it didn't work out, but this helps to 
map it, so work out the route, go back to your original position, and go 
straight through. You need to go in a kind of square (if you begin in 
the southeast corner you need to go N, W, N, E, N), so you need to tell 
the workmen to block the opposite wall from which you wish to go. Go N, 
S, W, E, N, S, E, W, N, S, E, TAKE TOKEN, TAKE GERANIUM, NE, S, INSERT 
TOKEN (you get the five of clubs), N, S, INSERT 5, S (you are in a round 
black chamber with a hole), S, S.

Name your number - don't get down to one puzzle: The rules given 
previously, i.e. Parts 1 and 2 apply here. Soon after encountering this 
puzzle, I read this same "equation" in a mathematics book, with a slight 
twist. However, to solve the puzzle, I just plugged away with all 
numbers until I hit the correct one. The number is 27. 

Say 27 (the middle password letter is  <random letter>). TAKE CAMEO 
(godmother takes it), SE.

Stone puzzle: This is, at least a maze you can map, though each time you 
play it is randomly generated. You need to get two objects from here. So 
map the maze until you get out. Before you do so get the swan (which 
your godmother takes it as soon as you pick it up) and the jack of 
diamonds. When you are out go northeast back to the cellar.

Go E, INSERT JACK, E.

Venn Cube puzzle: You find yourself in one of the vertices of a cube. 
When you have the rock, you determine that when you go north-south the 
rock's colour changes (from blue to red and vice versa); when you go 
east-west, the rock's texture changes (from smooth to rough and vice 
versa); when you go up-down, the rock's size changes (from large to 
small and vice versa). Dropping the rock and waiting, in the "rocks 
change" room where you entered, changes an attribute of the rock, one at 
a time with each WAIT. First, go east, up, and north where you see a 
curly hole to the east. When you want to go east, you are told what 
three specifications are needed to leave. So, return to the rock, pick 
it up, then drop it. WAIT until it changes to the opposite of each 
attribute needed. Then take it, and return to the curly hole, making 
sure that you go in those three different directions only that change it 
to what you want it to be.

Go E (you are given the last, random letter of the password, TAKE DIADEM 
(godmother takes it), TAKE TOKEN, NE, N, INSERT TOKEN (a card drops), 
INVENTORY (you have the queen of clubs), N, type (the three-letter 
password), N. You have won, though in this case, with only 240 points.

I leave it up to other mathematically inclined individuals to determine 
where the other 10 points can be obtained.

Terri Sheehan
2007-08-14

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