|Machine:||PAL & NTSC|
|Game ending type:||Has an end, game ends|
User Rating: 6.3/10 (3 votes)
|Instructions from The Commodore 16 Games Book|
An Adventure at Sea
In this text adventure you find yourself moored alongside the legendary ghost ship.
What is the secret of the Marie Celeste? Where are the crew?
By giving commands to the computer you can solve this marine mystery. By mixing up the text in the listing, care has been taken not to spoil your fun. In this way it is hoped that you will not be able to guess the solutions to the puzzles as they are typed in.
It is usual for adventures to require North, South, East and West as directions, but since this one has a nautical setting directions are; Forard, Aft, Starboard or Port. In case you do not know, these are equal to front of ship, rear of ship, right looking forward and left looking forward respectively.
As you move it is a good idea to draw a map. This map will help you to find your way around or identify locations that you have not yet visited.
Two-word instructions such as 'Take bucket' are accepted or the direction may be shortened to FOR, AFT, STA and POR. Adventures often require the player to enter: 'INVENTORY' to see what is being carried. In this adventure the inventore is displayed after each action. One of the enjoyable (but often frustrating) aspects of adventures is trying lots of different 'verbs' to see if they have any effect! Common verbs for adventures are: get, take, down, up, climb and unlock. Whilst you are on board, try lots of different ones. Try 'Examine cat' at the right time and see what happens.
Once you have solved the adventure invite others to play it. It is just as satisfying watching someone else make the same mistakes and perhaps have the same success as you.
|Solutions - Unsolved|
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