Petit rappel utile à propos des posts parce qu'on n'aime pas effacer des publications. (Enfin si on aime mais ne nourrissez pas notre perversion.)
1) Autorisé: listings, trainers , patchs, pokes , solutions, videos walkthrough. 2) Interdit: Tout messages sans intérêt , commentaire , demande et hors sujets ... 3) Obligatoire: Un topic par jeu. 4) Merci de respecter les rubriques et poster vos messages au bon endroit afin de permettre une bonne visibilité du forum.
FAMOUS 5 /by Enigma Variations/ ================================
Here will be given a complete solution. This game also depends of some random elements, so from time to time it is not possible to give exact step by step solution. Instead, a procedure is given. However, I tried to formalize the solution as much as possible. Be aware that in this game you must manage with more than one character: you start game as Julian, but you must from time to time become somebody else to solve a problem. Use verb BECOME to change active character. Also, load the game in 128K mode, else you will not have pictures (if your game source is WOS, use FAMOUS5.TZX rather than FAMOUS5.Z80).
Solution: ---------
WAIT (until the train stops), LEAVE TRAIN (Aunt Fanny will lead you to the home), E, E, NE, N, W, W (Aunt suggest to you to explore arround), U, W, S, EXAMINE BED, TAKE MATCHES, N, E, S, EXAMINE CLOCK, REMOVE BATTERIES FROM CLOCK, N, D, W, N, LIGHT MATCH, TAKE TORCH, S, INSERT BATTERIES INTO TORCH, S, EXAMINE SHELVES, READ BOOKS (suggestion in books will be useful later), OPEN WINDOW, W, N, SAY TO DICK TAKE ROPE, S, E, N, E, SAY TO ANNE GO NORTH (somebody must not be with you for the next task, it will be clear a bit later), S, EXAMINE SET, TURN SET (Joanna will leave the kitchen to turn off radio), BECOME ANNE, W (this is the only way to enter the kitchen, because Joanna doesn't want children in the kitchen), OPEN DOOR, SE, TAKE SCONES, TAKE CAKE, NW (Joanna is now again in the kitchen, and she will push Anne out of the kitchen; by the way, notice that she is carring an owen gloves), BECOME JULIAN, TURN SET (use the same trick again), SAY TO JOANNA GIVE ME GLOVES, BECOME ANNE, W, W, TAKE SPADE, E (Joanna will again push Anne out), S, BECOME JULIAN, N (Anne, Dick and Julian are again together), OPEN DOOR, E, E, S, SW, E, GIVE GLOVES TO DICK (Dick will need to use rope and gloves frequently later in the game), BUY ICE, DROP MONEY. Now search arround for George using a map through the village or the home, she is somewhere near (her location is random). GIVE ICE TO GEORGE (after this, George will become friendly). Then, using a map, go to the village square. SAY TO GEORGE EXAMINE STATUE, N, NE, E, BECOME GEORGE (fisherman Alf has respect only to George), SAY TO ALF HELLO (Alf will bring a dog Timmy), ENTER BOAT, TAKE OARS, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT (be aware of fact that only George has enough skill to row between dangerous rocks), LEAVE BOAT, PULL BOAT (else it will be unusable after the storm), NE, WAIT (until Timmy start looking at the rabits; not very important), E, WAIT (until Timmy chases after a rabbit, and fall under the ground; in fact, this is not necessary for solving a game, but gives a hint what to do next), EXAMINE BUSHES (if you didn't wait for Timmy's falling, you will not see nothing special, but everything else will work), BECOME DICK (good idea, because he carries gloves and rope), WEAR GLOVES, TIE ROPE TO BUSHES (you must wear gloves for this because bushes are to thorny to grasp), PULL ROPE (you will reveal a well shaft), UNTIE ROPE, D, BECOME JULIAN (for many following tasks Julian is the best choice), D (Timmy is free again), EXAMINE DICK (you will discover that Dick is thin; it will be of vital importance later - only he can go down the narrow gap), U, S, NE, EXAMINE HEATHER, SAY TO DICK TIE ROPE TO STUMP, SAY TO DICK DROP ROPE (it will make a path down), D, BREAK CRATE (only Julian has enough power to do it), TAKE AXE, W, SW, E, SAY TO DICK TAKE ROPE, SAY TO DICK UNTIE ROPE, SW, N, NE, EXAMINE TOWER, BECOME ANNE (she carries a cake), EAT CAKE (cake crumbs will fall to the floor, then a jackdaw will fly down from the tower, and drop some sticks), BECOME JULIAN, TAKE STICKS, SW, W, SW, WAIT (until you see a nasty storm; instead of waiting, you can walk around), NE, E, E, WAIT (until rain starts beating down; you also can walk around instead), E (you are now in a long dark room), WAIT (until you start to sneeze), EXAMINE RECESS, DROP STICKS, TALK TO DICK UNWRAP SANDWICHES (the paper will fall to the ground), TAKE PAPER, BURN PAPER, BURN STICKS WITH PAPER, DROP PAPER, W, W, W, SW, N, NE (a wreckled ship appears after the storm), ENTER SHIP, D (Anne will be scared - this is not anything bad), W, EXAMINE SEAWEED, BREAK CUPBOARD (an axe is needed for it), OPEN CUPBOARD, TAKE BOX, E, U (Anne is again with you), LEAVE SHIP, SW, S, PUSH BOAT, ENTER BOAT, BECOME GEORGE, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, LEAVE BOAT, W, SW, W, OPEN DOOR, W, U, U, OPEN WINDOW, SAY TO JULIAN DROP BOX (it will fall down through the window; this is the only way to break the box - remember hint from the book), D, D, W, S, OPEN WINDOW, W (uncle Quentin will pick up the box), WAIT (until you hear the sound of snoring), OPEN WINDOW, E (uncle will wake up and take you outside of the study), WAIT (until you hear the snoring again), OPEN WINDOW, QUIETLY GO EAST (uncle snores loudly), EXAMINE DESK, OPEN DRAWER, TAKE BOX, OPEN BOX, TAKE MAP (do not take anything else, uncle will take everything from you later), READ MAP (it is important - it will open a new directions), N (uncle will wake up and pick up the box and map from you), WAIT (until Stranger enters), WAIT (until Stranger appears again), S (uncle will tell to you that he plan to sell the island), N, E, OPEN DOOR, E, E, NE, E, ENTER BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, LEAVE BOAT, NE, E, E, TALK TO ANNE GIVE ME SPADE, DIG (without success), GIVE SPADE TO TIMMY, SAY TO TIMMY DIG (only he with totally unorganized digging can reveal a stone slab), EXAMINE SLAB, BECOME DICK (a working with rope is needed), TIE ROPE TO RING, PULL ROPE, TALK TO JULIAN GIVE ME TORCH (you will see that later Dick must have a torch), TURN ON TORCH, UNTIE ROPE, D, D, W, NW, NW, S, EXAMINE COLUMN, EXAMINE GRILLE, PUSH GRILLE (extremely important for later actions), N, SW, SW, EAT SANDWICHES (to become a stronger), BECOME JULIAN (only he can break the door), BREAK DOOR (Dick and Anne will go out due to splinter of wood which will embed in Dick's cheek; this will be key for escaping later), N (yes, treasure, but Jake and Stranger will enter and lock you in treasure room), LOOK, TAKE GOLD BAR, BECOME DICK (he he, he is out, on the northern cliffs of the island), WAIT (until you see a motor boat speeding away, to be sure that Stranger and Jake are not near), S, NE, E, E, D (but the entrance is blocked), EXAMINE BOULDER (seems hopeless, but for Dick there is another way - well), W, D, D (Anne is not too thin to squeeze through a gap), TIE ROPE TO LADDER, DROP ROPE (it will make a path down), D, W (through broken grille, you remember it), N, SW, SW, EXAMINE MATTING (a key is hidden here), TAKE KEY, UNLOCK DOOR, OPEN DOOR, N (again with George and Julian, but now free), S, SE, SE, NE, NE, E, U, U (oh, blocked), WAIT (until Julian prepares a plan for escape), D, W, NW, NW, SW, SW, WAIT (until Timmy start to growling), NE (if Timmy points to SE, else go SE - the dungeons are circular which is a fortune), WAIT (until Timmy stops growling), SW (or NW), CLOSE DOOR, LOCK DOOR (bandits are now captured), SE, SE, NE, NE, E, U, U (free now), W, D, U, W, SW, ENTER BOAT, BECOME GEORGE, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, LEAVE BOAT, BECOME JULIAN (you must not be George in the future, else you will not hear talking between George and Quentin). Now search arround for Uncle Quentin (his location is random). George will say to Quentin about the gold, but he will not believe in it. GIVE GOLD BAR TO QUENTIN (it will be a proof, so he will call a policeman), WAIT (until Police Constable enters). Then, using a map, go to the eastern end of Kirrin Bay. ENTER BOAT, BECOME GEORGE, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, LEAVE BOAT, NE, E, E, BECOME DICK (he has a torch, so it is good that he leads), D, D, W, NW, NW, SW, SW, UNLOCK DOOR (the end).
Hints: ------
Use CAPS+1 to repeat last command Type VERBS to see list of avaliable verbs Type LOOK to see full description of visited rooms
Words may be abbreviated to four letters, and constructions like "GO" and "SAY TO" may be ommited, so, instead of "SAY TO ANNE GO NORTH", you may use "ANNE N", instead of "SAY TO DICK TAKE BOOK" you may use "DICK TAKE BOOK" etc.
Comment: --------
In my opinion a very good adventure game, although a bit childish. It is a strange for me why it is so unknown. It is complex, with a lot of events, but not very hard to solve. Has good parser, and relatively inteligent characters. Not a lot of pictures (9), but messages are rich, and location descriptions are quite descriptive.
You start of as Julian in a train carraige. WAIT twice. Dick will say something to you. WAIT again and the train will stop at a station. LEAVE TRAIN and you will be on the platform at Kirrin Station. Your Aunt Fanny is waiting at the station for you. After she speaks to you, FOLLOW AUNT FANNY three times. Then, go EAST, you will be in the shop. BUY ICES and you will get the ices. You will need these to make friends with George. Talking about George, you will need to get her to the shop so you can give her the ices. At this point in the game, she can be anywhere, so you will need the map to help you here. BECOME GEORGE and use the directions on the map which take you to the shop. BECOME JULIAN and then GIVE GEORGE ICES. She then becomes friendly with you.
(It is important to become friends with George otherwise you cannot get far into the adventure. For a laugh, try not making friends with George and try and go along with the solution and see what happens)
Right, BECOME GEORGE, then go WEST, NORTHEAST, NORTH, WEST, WEST. You will be in the hallway in Kirrin Cottage. Aunt Fanny will talk to you, then you will need to get various objects from around the house. TELL ANNE TO GO NORTH - Anne will go north to get a few things. SOUTH will take you to the living room where you have to get Joanna out of the kitchen. TURN ON WIRELESS and she will come in. You will note she is carring oven gloves. She turns the set off. BECOME ANNE and you become Anne in the dining room. WEST and then OPEN DOOR, then SOUTHEAST. GET ALL. By this time, Joanna is back in the kitchen and will throw you out so you will need to get her out again. BECOME GEORGE and turn on the wireless again. This time, TELL JOANNA TO DROP GLOVES. This, she does and heads back towards the kitchen. BECOME ANNE, go NORTHWEST and then WEST. TAKE SPADE and then go EAST. Joanna will throw you out of the kitchen, but you will have the spade, lemonade, scones and cake.
(Make sure you do these instructions right and done first time, because if you turn the wireless on too many times, Uncle Quentin will send you back home)
BECOME GEORGE. You will now need to go and get a few more things from around the house. TAKE GLOVES AND WEAR THEM - you will find out why later. Go NORTH twice and meet up with Anne, then SOUTH, and UP - you will be on the east landing.
Go SOUTH into Aunt Fanny and Uncle Quentin`s room. EXAMINE CLOCK and then TAKE BATTERY.
(You must type in the EXAMINE CLOCK bit first otherwise you cannot get the battery)
Go NORTH and then WEST. You are at the other end of the landing. Go SOUTH into the spare room. EXAMINE BED followed by GET MATCHES. Go NORTH, EAST and DOWN. Go WEST to the other side of the hallway. Then go NORTH into the dark cupboard. GET TORCH and go SOUTH. Then GIVE MATCHES TO JULIAN. INSERT BATTERIES INTO TORCH and then GIVE TORCH TO DICK and go SOUTH.
You are now in Uncle Quentin`s study. OPEN WINDOWS and go WEST into the garden. Go NORTH into the shed. GET ROPE then go SOUTH. Go SOUTH EAST and then NORTH EAST to get to the front garden. Now to goto the beach to get Timmy and then to goto Kirrin Island. Go EAST, NORTH EAST and finally EAST to get to the far side of the beach. TALK TO ALF. He will say something to you and then goto get Timmy the dog for you.
You will now need to ENTER BOAT. TAKE OARS and then ROW BOAT (six times) to get to Kirrin Island. You MUST be George in order to get past the rocks. (Readers of the books will know why). LEAVE BOAT and then PULL BOAT (otherwise the boat will be wrecked in the storm). Go NORTH EAST and you will be under the stone archway of the castle.
Go EAST and WAIT two times until Timmy chases rabbits and ends up underground. (Sometimes Timmy goes underground when you get to the location) PULL UP BUSHES and you will find an entrance. Go DOWN and get Timmy. Go back UP. TELL ANNE TO GIVE ME SPADE. Then GIVE ROPE TO DICK followed by WEST and SOUTH WEST. TELL DICK TO UNWRAP SANDWICHES. The paper drops to the ground and Anne picks it up. Then TELL ANNE TO EAT CAKE. Crumbs drop to the ground. PICK UP CRUMBS.
You will see a storm brewing out at sea.Go NORTHEAST, EAST, SOUTH and NORTHEAST. EXAMINE HEATHER. You will find a tree stump. TELL DICK TO TIE ROPE TO STUMP and TELL DICK TO DROP ROPE. Go DOWN. Then TELL DICK TO GO UP. DROP ALL, TELL ANNE TO DROP ALL and TELL JULIAN TO DROP ALL. TAKE OARS AND SPADE. TELL JULIAN TO TAKE PAPER, MATCHES AND CRUMBS. Go UP. Then go SOUTHWEST and NORTH. Then go NORTHEAST. TELL JULIAN TO DROP CRUMBS. The jackdaws come down and get the crumbs. Sticks fall to the ground. Rain beats down and soaks you to the skin. Go SOUTHWEST and EAST twice.
WAIT 10 times until you star sneezing. TELL JULIAN TO DROP STICKS AND LIGHT MATCH. Julian drops the sticks into the recess and lights a match. Then TELL JULIAN TO LIGHT PAPER AND LIGHT STICKS. He then lights the sticks and starts a fire which helps you get rid of the sneezes. BECOME JULIAN. EXTINGUSH PAPER. Go WEST twice, then SOUTH, then NORTH EAST. Go DOWN. STRIKE BOX. You will find an axe. GET AXE and then go WEST. You will see the wreck of a ship.
ENTER WRECK. Go DOWN and then WEST. You will be in the Captain`s cabin . EXAMINE SEAWEED. You will find a cupboard. STRIKE CUPBOARD.
OPEN CUPBOARD. You will find an old wooden box. TAKE BOX then go EAST and UP. LEAVE WRECK. Go SOUTHWEST, then SOUTH to get back to the cove.
BECOME GEORGE AND PUSH BOAT. Then ENTER BOAT. ROW BOAT six times to get back to the mainland. LEAVE BOAT. Go WEST then SOUTH WEST and then WEST to get back to Kirrin Cottage. OPEN DOOR and then WEST to go in. UP twice to get into the attic. OPEN WINDOW. TELL JULIAN TO THROW BOX.
It will crash onto the ground outside. DOWN twice, then WEST, SOUTH and WEST. Uncle Quentin will come out and take the box. Go SOUTHEAST AND NORTHEAST and you will be at the front of Kirrin Cottage. OPEN DOOR and go WEST twice. WAIT until you hear Uncle Quentin snoring. CREEP SOUTH. OPEN DRAWER. TAKE BOX AND OPEN IT. Stuff will fall out of it. DROP BOX and TAKE MAP AND READ MAP. You will see the map to Kirrin Castle and on it, it says, HERE BE INGOTS.
CREEP NORTH. Uncle Quentin wakes up and takes the map from you. WAIT three times and Timmy will point East and growl. The Stranger enters and will go south. For a while, Timmy will point south and growl and you will hear the sounds of heated discussion coming from inside Uncle Quentin`s study.
WAIT until the Stranger leaves. Uncle Quentin will come out and tell you that the Stranger plans to buy Kirrin Island. Go EAST, OPEN DOOR and go EAST twice then go NORTHEAST AND EAST. ENTER BOAT. ROW BOAT six times to get to the island. LEAVE BOAT and go SOUTHEAST and NORTHEAST. TELL DICK TO GET ROPE AND UNTIE IT. Go SOUTHWEST and NORTH to get into the castle. Go EAST.DIG WITH SPADE. You will hear something strike underground. TELL TIMMY TO DIG and he will reveal a stone with an iron ring in it.
EXAMINE SLAB and you will discover an iron ring on it. TELL DICK TO TIE ROPE TO SLAB AND PULL ROPE. The entrance to the dungeons is revealed. TELL DICK TO UNTIE ROPE AND TURN ON TORCH. Then go DOWN twice.
Go WEST. Go NORTH WEST twice and then south. EXAMINE COLUMN and you will find a grille set into it. EXAMINE GRILLE and then PUSH GRILLE.
Go NORTH and SOUTHWEST. You will be at a door. STRIKE DOOR. Dick will get a splinter and will go up to the fresh air. In some versions, Anne will go with him. Then OPEN DOOR and NORTH. You will be in the dungeon. It is filled with gold ingots left there by one of George`s ancestors. Julian and George will be captured by Jake and the Stranger.
BECOME DICK. Go NORTH and then DOWN twice. TIE ROPE TO LADDER AND DROP IT. Go DOWN AND WEST. Go NORTH and SOUTHWEST twice. LOOK. You will see some matting. EXAMINE MATTING. TAKE KEY. Then UNLOCK DOOR and OPEN DOOR. Then go NORTH. TAKE GOLD and go SOUTH. Then go NORTHEAST twice and then go SOUTH. Julian will look thoughtful. WAIT a few times and and TALK TO JULIAN. WAIT a few times and then go back to outside the room. If you can hear the sounds of voices, then CLOSE DOOR AND LOCK DOOR. If not, go back to the where Dick comes out of the well and wait a few more times and then repeat the process. Then go NORTHEAST twice and SOUTHEAST twice, then EAST and UP twice.
Then go WEST twice and SOUTHWEST. BECOME GEORGE. Then ENTER ROWING BOAT and ROW BOAT six times (again) to get to the mainland. BECOME DICK. Then go WEST, SOUTHWEST, WEST twice until you get into the hallway of Kirrin Cottage. Look for Uncle Quentin and after he talks to George, give him gold.
WAIT for the Police to arrive. Leave Kirrin Cottage and then go EAST twice, then NORTHEAST and then EAST and ENTER BOAT. BECOME GEORGE. ROW BOAT six times (for the final time). LEAVE BOAT. Go NORTHEAST and WEST twice. BECOME DICK. Go DOWN twice.
Then go WEST, NORTHWEST twice and then SOUTHWEST twice. UNLOCK DOOR and OPEN DOOR. Jake and the Stranger will come out and the police will arrest them. - submitted by Patrick Furlong
Utilisateur(s) parcourant ce forum : Aucun utilisateur inscrit et 116 invité(s)
Vous ne pouvez pas publier de nouveaux sujets dans ce forum Vous ne pouvez pas répondre aux sujets dans ce forum Vous ne pouvez pas éditer vos messages dans ce forum Vous ne pouvez pas supprimer vos messages dans ce forum Vous ne pouvez pas insérer de pièces jointes dans ce forum