ATARI VCS/2600 SwordQuest WaterWorld Solution
Comic BookStory Summary |
|
Instruction Manual |
|
The Solution |
|||
ROOM |
PICTURE |
OBJECTS - (hidden unless pass test) |
I |
(Shield) + Shoes of Stealth |
|
I I |
(Amulet) + Royal Seal + (Scepter) |
|
I I I |
(King's Ring) + Money Purse + Peasant's Ring |
|
I V |
Medallion + (Throne) + (Warrior's Sword) |
|
V |
Chalice + (Crown) + Talisman of Passage |
|
V I |
(Key) + Lamp |
|
0 |
[ none ] |
School of Octopi: swim against the right wall
Sea of Sharks: stay in paths of slower sharks as much as possible.
OBJECT |
ICON |
ALLOWS PASSAGE BETWEEN |
Crown |
|
All rooms |
Medallion |
|
II & III, V & VI ; (Ice Floes skipped) |
Money Purse |
|
III & IV (Sharks skipped), V & VI (Ice Floes) |
Royal Seal |
|
I & II , IV & V ; (School of Octopi skipped) |
Neat fact: You can enter any room on RESET if you play the attract mode.
In the poem on page 2, "powers of prime" is delineated:
The panel number of a proper word clue is the product of two different prime numbers, and the incorrect numbers are powers of 2.
ROOM |
CLUE |
PAGE |
WORD |
OBJECTS (any 4 out of 7) |
I |
26 |
8-4 |
Chalice, Crown, King's Ring, Medallion, |
|
I I |
93 |
22-7 |
Crown, Key, King's Ring, Lamp, |
|
I I I |
85 |
21-4 (*) |
Amulet, Crown, Lamp, Medallion, |
|
I V |
77 |
19-5 |
Amulet, Crown, Medallion, Scepter, |
|
V |
16 |
5-5 |
Amulet, Chalice, Key, Peasant's Ring, |
|
V I |
64 |
16-5 |
Key, King's Ring, Lamp, Peasant's Ring, |
|
0 |
32 |
10-2 |
cold (**) |
Amulet, Chalice, Key, Royal Seal, |
Titles bestowed by Atari are unknown and Certificates of Merit may have not been awarded at all. Unfortunately, the story was never finished. This is the end of our three-part SwordQuest feature. I hope you enjoyed the journey! Happy hunting!