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TWO (TWO__Chris_Ainsley__solution.txt)

TWO
By Chris Ainsley
For web browsers

Solution by Garry Francis
----------------------------------------
This is a minimal solution. You'll need to EXAMINE lots of things for this solution to make
sense. Scores are shown in brackets as +A=B, where A is points earned and B is cumulative points
earned. Some optional commands are shown in brackets. You can omit these once you know what to do.

This is a novel game where all room descriptions, object descriptions, commands and responses are
limited to two words. It's essentially a treasure hunt. Treasures are indicated by
multi-coloured text. Everything else is in white text, apart from a few messages in yellow or red.
There are ten treasures. You get one point for each treasure returned to the treasure room, but you
first have to find the treasure room.

There are a few puzzles that require some explanation.

Treetop:

Go to the town hall and talk to the village leader to get the village ladder (leader -> ladder,
get it?). Take the ladder to the lakeside and drop it at the trees. You can now go up to get to the
treetop, where you'll find a nest. EXAMINE NEST to reveal an apple and some eggs. You need to
get both of these in order to get to the treasure room. It doesn't matter which item you take
first. The magpie appears when you take the eggs. When you take the last item from the nest, the
magpie attacks you. So you have to drop a useless item into the nest, then get the useful item. At
this stage of the game, there are no useless items, so you need to drop an item that you're
finished with for the time being and come back for it later when you've got another useless
item to replace it.

Treasure room:

When you enter the treasure room, you get attacked by an evil cat. In this case, use the undo
feature and go and find the dog. You need to befriend the dog by feeding it. The only food around is
the banana, so give it that. You can now pat/pet/stroke the dog and he'll follow you to the
next room. However, you have to pat him again each time before you move or he'll go back to the
cabin. Keep doing this until you enter the treasure room and he'll scare the cat away.

Red, green and blue rooms:

Once you get past the treasure room, there's a novel puzzle involving numbers in the dark
rooms. To solve this, you'll need to get the brass lamp from the wizard to illuminate the three
dark rooms. These are described as the Red Room, Blue Room and Green Room. When you enter any of
these rooms, note that the score in the header changes to abcd/1838. Also note that pressing the
button in the armoury before entering the dark rooms shows you the number on the left (abcd) and
reading the sign tells you the number on the right (1838). Your objective is to get the changeable
number on the left to match the fixed number on the right, then press the button in the armoury so
that you can get the chainmail. Got that? Here's how it works:

- The first digit (a) is the number of treasures in the treasure room, so if it's anything
other than 1, go back and add or remove treasures from the treasure room until there's only one
treasure.

- The second digit (b) is changed by saying a number in the red room, e.g. SAY 0. This changes b as
follows: 0 = 0, 1 = 2, 2 = 4, 3 = 6, 4 = 8, 5 to 9 = no change. As we want the second digit to be 8,
SAY 4 in the red room.

- The third and fourth digits (cd) are changed by saying a number in the green room as follows: 0 =
00, 1 = 05, 2 = 10, 3 = 15, 4 = 20, 5 = 25, 6 = 30, 7 = 35, 8 = 40, 9 = 45. This will be your
"base" number for the next step. Therefore, SAY 7 in the green room.

- The third and fourth digits (cd) are further changed by saying a number in the blue room as
follows: 0 adds 0 to the base number, 1 adds 1 to the base number, 2 adds 2 to the base number and
so on. Therefore, SAY 3 in the blue room to add 3 to the base number and you should now have a score
of 1838.

The riddle man:
In early versions of the game, there was a 35% chance that the riddle man would appear at the forest
path. In later versions of the game, he only appears after you've discovered (and survived) the
treasure room. The solution assumes you're playing a later version. If he's not there,
keep typing L to refresh the display until he appears, talk to him, then answer his riddle to get
the garlic. You can use the garlic or one of the other items you're finished with to recover
the item you left in the nest earlier in the game.

Now, onto the solution...

N
N
N
X FOUNTAIN (you find fountain pen)
GET PEN
W
TALK LEADER (village ladder appears)
GET LADDER
E
N
X LAKE (distant island appears)
DROP LADDER (adds exit up)
U
X NEST (apple and eggs appear)
(X EGGS) (very rare)
GET EGGS (magpie appears)
D
S
E
X PRODUCTS (axe & spoon appear)
SELL EGGS (gold coin appears)
GET COIN
BUY AXE (coin replaced by axe in inventory, we'll recover it later)
W
N
CHOP LOG (with axe, log replaced by boat)
U
DROP AXE (prevents magpie attacking you)
(X APPLE) (sacred apple)
GET APPLE
D
GO BOAT
(X ALTAR) (make offering)
OFFER APPLE (statue appears)
X STATUE (interesting hand appears)
X HAND (hand replaced by wand)
GET WAND
GET RING
GO BOAT
E
E
X CART (oil painting appears)
GET PAINTING
X CLUTTER (banana appears)
GET BANANA
W
W
N
X TREES (vines appear)
E (dog is excited because of banana)
GIVE BANANA (dog is now friendly)
X TABLE (knife appears)
(X KNIFE) (butter knife)
GET KNIFE
PAT DOG
W (dog follows)
PAT DOG
N (dog follows)
SHARPEN KNIFE (becomes sharp knife)
WAVE WAND (boulder shatters, adds exit N)
PAT DOG
N (dog follows, cat runs away)
DROP PEN (+1=1)
E
S
W
SAY ECHO (good wizard appears)
(TALK WIZARD) (needs something)
GIVE WAND (wizard replaced by brass lamp)
GET LAMP
E
E
SAY 30 (diamond appears, adds exit E)
GET DIAMOND
E
(X SIGN) (1838)
(PRESS BUTTON) (1000)
E (score in header is 1000/1838)
SAY 4 (score is now 1800/1838)
S
SAY 7 (score is now 1835/1838)
N
N
SAY 3 (score is now 1838/1838)
S
W
PRESS BUTTON
GET CHAINMAIL
WEAR IT
W
W
N
W
DROP RING (+1=2)
DROP PAINTING (+1=3)
DROP DIAMOND (+1=4)
S
S
CUT VINES (with knife, vines replaced by strong fibre)
GET FIBRE
N
N
E
N
(X GUARD) (so sad)
TELL JOKE (becomes happy guard, adds exit U, can also tickle him or throw flour)
U
GET CROWN
WEAR IT
W (chainmail protects you from jester)
KILL JESTER (with knife, he runs away)
GET SCEPTRE
N
USE LOOM (with fibre, fibre disappears, rope appears)
GET ROPE
S
E
D
S
S
S
TIE ROPE (adds exit D)
D
GET RUBY
U
N
N
W
REMOVE CHAINMAIL
DROP IT (+1=5)
DROP SCEPTRE (+1=6)
DROP RUBY (+1=7)
S
S (35% chance that riddle man appears, if he's not there, type L until he is)
(TALK MAN) (vampire weakness?)
(SAY GARLIC) (riddle man replaced by garlic)
(GET GARLIC)
S
E
(X STONE) (sword inside)
GET SWORD (you can do it because you're wearing crown, kingsword appears)
GET KINGSWORD
W
U
DROP LAMP (prevents magpie attacking when you take last item)
GET AXE
D
S
E
SELL AXE (axe dropped, gold coin appears)
GET COIN
W
N
N
N
N
REMOVE CROWN
DROP IT (+1=8)
DROP KINGSWORD (+1=9)
DROP COIN (+1=10)
***THE END***