Last time, I came across a hole in the center of a maze.
>LOOK
The hole, being the absence of anything, is impossible to inspect.
The hole turns out to be incredibly useful; you can pick it up (!) and wear it (!!). You can put it down wherever you like; usually, it then connects to some random spot on the map, so you can use it to move items when you normally can’t.
For example, there’s a “Fog Bank” …
The fog is so dense you could cut it with a knife! There is nothing but whiteness in every direction!
… where you can take the text quite literally and >CUT FOG WITH KNIFE:
>cut fog with knife
The fog quickly thins out.
Flat Rock Shoal.
A light fog mists about as you find yourself at a small, flat-top rock rising a few feet above the water. The rock extends somewhere to the north, and although the fog is light, you cannot see very far in that direction. Water lies all about in other directions.I can see the following:
Boat, which contains:
a Sail
Once you’ve done this, you can find a safe with a black pearl. The safe is unlocked (so easy to open) but if you take the pearl you are unable to move (undoubtedly some mystical security system the game fails to clarify). If you have the hole dropped in the safe location, you can just DROP PEARL IN HOLE and safely make your escape.
The hole is an appropriate item to start this post since my general theme has been “finding things beneath other things.”
…
Mayan Room.
A large disc, covered with ancient Mayan inscriptions, dominates this display. The disc is made of solid rock, and if I remember my ancient Mayan history, it’s probably some kind of calendar. There is a door to the west, and the museum continues to the north.I can see the following:
Stone Disc, which contains:
a Green Emerald
a Red Emerald
a Blue Emerald
Curator’s Door>LOOK EMERALDS
Green Emerald
The emerald is a rich, traditional shade of oceanic green, and is perhaps the size of a small golfball.
Red Emerald
This emerald is unusual in that it is a brilliant hue of ruby red. About the size of a walnut, it glistens in the light before your eyes.
Blue Emerald
A sky-blue emerald, extremely rare! Maybe 19 millimeters across, and undoubtedly worth a king’s ransom.
This place is in the museum; a long while black I blogged about a cryptogram which translated as THIS PASSAGE UNLOCKS ONLY TO HE WHO SOLVE THE SECRET OF THE STONES. I’d been hacking at this puzzle in frustration for a long time before Roger Durrant mentioned something about rubbing the emeralds. I had tried that, I thought to no avail:
>RUB BLUE EMERALD
The Blue Emerald does nothing.
While the Blue Emerald “does nothing”, one of the other emeralds changed.
>LOOK EMERALDS
Green Emerald
The emerald is a rich, traditional shade of oceanic green, and is perhaps the size of a small golfball.
It is glowing intensely.
Red Emerald
This emerald is unusual in that it is a brilliant hue of ruby red. About the size of a walnut, it glistens in the light before your eyes.
Blue Emerald
A sky-blue emerald, extremely rare! Maybe 19 millimeters across, and undoubtedly worth a king’s ransom.
Notice the “glowing intensely” now attached to the green emerald. There doesn’t seem to be any logic here — this is a straight-up maze were you transition from state to state of various emeralds glowing, with the goal of having all three emeralds be glowing. The full move list is
RUB BLUE EMERALD
RUB GREEN EMERALD
RUB RED EMERALD
RUB GREEN EMERALD
RUB GREEN EMERALD
RUB RED EMERALD
RUB RED EMERALD
You can then PRESS DISC to get
As you press, the disc slowly slides back into the wall, revealing a long, musty staircase descending down into the unknown.
The underground includes a “Batcave”, which is too weird to describe, so I’ll just quote it:
This cavern appears to be all that’s left of a long-lost television series. Bats hang from the ceiling all about you, and the floor is sticky with bat guano. Across one wall you can see the remains of what looks like a large computer, and near the other wall there is a large city map labelled “GOTHAM”.
I can see the following:
63 Chevy>LOOK CHEVY
Oh, wow, man. Complete with dingle balls in the windshield!>BOARD CHEVY
The doors have been welded shut and all the dingle balls hanging in the windows make it impossible for you to put more than your arm into the car.>GET ALL FROM CAR
Framastat taken.>LOOK FRAMASTAT
It’s a small metal cube with octagonal indentations on each face.
There’s also a section with a tiny maze where you can only go east and west:
Room with Two Exits.
You are in a small, featureless room with cold, grey stone walls
A crude rock slide leads up the way you came, but you cannot climb it. You have available two passages carved from the stone, one the east, and one to the west, both mirror images of each other.
(Note: Exit with WEST. WEST. EAST. WEST.)
This is followed by a “Monitor Lizard” guarding a Jade Egg.
Lizard Den.
You find yourself inside a small alcove that was probably once the home of a large reptile. Shedded skin and unfamiliar bones litter a small earthen hole worn a few inches into the ground. The only way out is back to the north.I can see the following:
Jade Egg
Monitor Lizard
A huge lizard seems to be following you.
It is hissing threateningly!
The lizard seems to become a permanent follower after this encounter and comes with you all about the map, including if you go sailing in the ocean. It is possible to temporarily “lose the trail” (which gives you enough a window to go back and get the Jade Egg) but eventually, it seems like the lizard will always find you. I’m saving this to be one of my last treasures; even if the lizard does nothing but watch, it’s still a constant irritant, kind of like the beeping sounds in Zelda when you’re down to one heart. (Here’s an hour-long loop of the aforementioned beep.)
Getting out of this area was one of the niftier puzzles of the game, because I had to realize how the various bits of geography related. I had reached this room, which seemed to be the end of the line:
Cliff Ledge.
You are standing at the brink of a sheer rock wall, the ocean swelling and churning far below you. A large opening in the face of the cliff is to the east, and you can hear band music playing somewhere far above your head.
However, the band music was a clue to the location; this had to be below the northwest corner of the Warp map.
This led me to realize I could tie a piece of rope to the pine tree at Land’s End (see on the map above) which would let me climb to and from the Cliff Ledge area.
…
One of the enemies I’ve passed mentioning last time was a Mad Doctor. He attacks more or less like a Zork enemy.
>SHOOT DOCTOR
>BANG!<
You deal a swift attack! The doctor trips …
You feel a tightening in your throat and gasp for air as the doctor whips his stethoscope around your neck!
Unlike a classic Adventure or Zork enemy which disappears in fog, this one leaves a corpse.
You issue a final blow, and the doctor slumps dead to the floor!
This is a clue the corpse is useful. You can go to a nearby graveyard and bury it.
If you do so you get a Devil’s Trident (a treasure) which you can then use to access an “Underworld”.
This is still part of the overall Warp map. You end up in “river zone” between the town and the desert.
Within this region, there’s not much other than a Shrubbery, a Monty Python joke …
The shrubbery is just a small inconspicuous bush. If you had another one, you could brace it alongside the first shrubbery, but a little bit lower to get a two level effect with a path running down the middle …
… a ride down the river with a bathtub …
Boiling Headwaters. (in tub)
The rushing waters of the Great Rift River boil and churn about you. Steam fills the air as it rises from the waters below to from a dense fog overhead.
… and a very strange bit with an Obelisk. I really don’t know what to do here.
Lost Civilization of the Implementors.
Around you stretches the expansive remains of some now lost civilization. Rectangular obelisks of varying height and size march in all directions in a pattern that appears to be circular in nature and centered about one large obelisk in particular. Shadows cast by the sun create a landscape dominated by light and dark contrasts, permeated with the sound of flowing water echoing and reverberating throughout the area.I can see the following:
Ebony Obelisk>i
You are carrying the following:
Carpet
Yellow Diamond
Crystal Sphere
(Side note: The “Carpet” is a flying carpet that seems to be the only way to leave this area.)
>enter obelisk
… you begin to hear a low hum …
>look
Lost Civilization of the Implementors.
Around you stretches the expansive remains of some now lost civilization. Rectangular obelisks of varying height and size march in all directions in a pattern that appears to be circular in nature and centered about one large obelisk in particular. Shadows cast by the sun create a landscape dominated by light and dark contrasts, permeated with the sound of flowing water echoing and reverberating throughout the area.I can see the following:
White Obelisk>enter obelisk
You feel a short heatwave.
The humming has stopped.>i
You are carrying the following:
Ebony Cube
…
Finally, there is a pyramid in the southeast corner of the desert.
It’s possible to land inside randomly via hole teleport, or if you stick a hole right on top you’ll be able to get inside that way.
Antechamber.
You find yourself in the antechamber of the Great Pyramid of Warp. The room about you is fairly barren, with huge sandstone walls and only one apparently continuing passage to the north. Ancient heiroglyphics decorate the walls in a lost language of signs and symbols, but are now largely obscured and unreadable due to many years of senseless vandalism by scores of would-be grave robbers.I can see the following:
Stone Button
Stone Pedestal>n
Inside the Pyramid.
You are somewhere inside the Great Pyramid. A door is to the north.I can see the following:
Stone Button
Stone Pedestal
It’s a gimmick maze that’s very hard to describe, but I’ll do my best. The map has an “Antechamber” at the center and “spokes” leading out.
The only direction you can go at any point is “north” if you keep going north eventually you’ll rotate back to the start of whatever section you’re in (assuming you have access, this means you keep returning to the antechamber).
“North” on this map is the starting rotation (at least the one I saw). If you push the antechamber button, you’ll rotate clockwise one step. So for example, if you push the antechamber button twice, you are in the Antechamber-chamber-chamber portion of the map with three linked rooms. If you push it five times (so you are “facing the southwest” on the map above, even though you’re going north) then heading north from the antechamber just loops back to the antechamber with no extra rooms.
If you push a button in one of the regular chambers (as opposed to the center room) things start to go really crazy. I haven’t been able to even begin to scratch the surface of the puzzle, but it seems like there are rotating walls that get moved around, but I haven’t found any configuration that works consistently.
For example, on the map above, if you go to the chamber “south” or “southeast” of the opening room and push the button, the map changes to the one below:
I’ve tried a couple methods of mapping and all of them have given me a headache.
…
While I think I’ve hit most of the thresholds of the game, I’m starting to reach my exhaustion point. I may have to do the unprecedented step (for the All the Adventures project) of taking a second breather from Warp before I finish it, unless I have some kind of major breakthrough soon.
My latest update – I have still found no way to escape the submarine after you load the Warponium in the cannister and the engine starts and stops. You do get twenty points for starting the engine but you also lose the Warponium so no luck there. It must be the correct fuel but I am clueless here.
I have filled the pool with water but the secretary won’t let me in; as of now I have not found anything to placate her. By the way did you get the Beatles song reference in the maze?
I still haven’t managed to take the mink slippers yet.
I have tried diving underwater everywhere I can but have found no shipwreck or anything of note.
Why does the monitor lizard just follow you about everywhere? Why is the news vendor a hologram? What does the white button on the basement lift do? Why have I found no use for a dozen objects in my inventory? Why does the professor speak surreal drivel when you question him?
Answers on a postcard……..to be delivered by the underwater Warp postman.
I just found >LOOK CHEVY and >LOOK IN CHEVY parse differently.
>look chevy
Oh, wow, man. Complete with dingle balls in the windshield!
>look in chevy
The 63 Chevy contains the following:
Dent, which contains:
a Message
Glovebox
Rarrgh.
I’ve made another lovely discovery re the maze. If you continue to press the stone buttons in an attempt to map it they break (another unwinnable scenario).
Yes I had the slippers but had previously visited the roof so the button was broken on the way down and the carpet stops working at this stage so a long haul back to an earlier saved game was necessary.
One fun thing to do is put the Uranium and Warponium in the same location. Oppenheimer eat your heart out, although curiously they can reside in the trophy case together quite benignly.
If you kiss the Koala Bear he rips your head off. He probably prefers bears.
Yeah, there sure are some funny ways to die, like eating the hole, or opening the gorilla cage. I also like trying to shoot the guard.
“I have still found no way to escape the submarine” – I just figured this out again! They do give us a clue – “Have you tried torpedoing the ugly?” – it’s actually possible, not to get rid of the ugly, but to look at the torpedo (very carefully!). You can head towards a beach and fire it, then look for a magic word to get in and out of the torpedo/engine room.
“I have tried diving underwater everywhere I can but have found no shipwreck or anything of note.” – I just got lucky here – the raging storm will sometimes sink the galleon, then you will see a mast and can dive for some treasures. There is nowhere else to dive as far as I know. I think you can also torpedo the galleon, but I’m still working on that.
“What does the white button on the basement lift do?” – I think this turns on power to the fountain or something; I do that before the valve and switch.
Also, just discovered something – I thought it was funny how a hairy arm reaches out of the Hole and steals things from you. But it never occurred to me that it was the Gorilla! I went to his cage and saw something that he had stolen. Only took me 30 years to realize…
Thanks! I’ll try that probably this weekend. Not having to use the hole every time should make it easier to experiment. (I haven’t had a lot of playing time this week, life busy. Plus, I am prepping up the next game on the list.)
So I experimented a bit more with the engine — I did manage to get the points at one point, *and* keep the warponium, so I went back and went to my recent save game but couldn’t pull the same trick. Something is change to cause the warponium to get eaten up and I don’t get why. Is it maybe just two random checks and you have to get lucky on both of them?
Hmm, not sure but I will check later today. I’m in the process of going back through the game again, and updating my walkthrough with more details. I don’t ever recall losing the Warponium in the past, so I’m thinking it could be a certain series of steps that is necessary.
Ok – I have to say, this one is tricky. I finally got to the point in my new game where I’m ready to start the engine. It’s best to come relatively late in a game, I think, because you need the gloves and lead box, and the ocean well mapped out. So, I sailed to No-Bikini Atoll, got the Warponium (after dying a few times, forgot to use the gloves at first), and went down to the engine room using the secret password. It’s hard to experiment, because the exposed Warponium kills you in just a few moves. But it helps that you don’t need to close the cannister. I put in the Warponium, flipped the switch, and the engine sputters but dies.
So, it turns out that you first have to raise the sail and try to sail NE out of the Tropical Lagoon. THEN, you can lower the sail, and go down to start the engine, and it will get you out of the lagoon. Finally you can raise sail and go where you want. The Warponium will still be there; I usually leave it there until close to the end when I am ready to move it to the display case.
By the way, I played around with the Lizard again, could not quite follow my walkthrough steps – with the lizard following me I could not go up the rope to Land’s End – it says you scamper up the rope, then it also says flap, flap, flap it’s hopeless. But I could get away using the carpet, so I think that’s a decent solution.
Still not working. Transcript (with the Warponium already in the cannister)
>sw
The boat moves forward in the breeze.
Tropical Lagoon. (on boat)
The water here is extremely dark and, where you are, only a couple of
feet deep (you can wade in it). The perimeter of the lagoon looks like
it was formed by some sort of explosion … To the south, a row of coral
pilings prohibit passage.
>ne
There doesn’t seem to be enough wind here to fill your sails.
>say “bonzai”
As your war cry reverberates through the air, you feel
yourself becoming less and less dense. The world about
you changes substance, and, almost as unnoticeably as
it came about, you once again find yourself whole again.
Torpedo Room. (on boat)
Welcome to the torpedo room. Several long, steel racks line the walls,
leading ultimately into hatch-covered tubes at the forward end of the
room. Various pieces of torpedo-handling machinery can be seen, but
I haven’t the foggiest how any of this complicated stuff works. The only
way out of this room is through a small access hole in the steel floor.
>d
Engine Room. (on boat)
This room is obviously the engine room, as there are two rather large
diesels occupying nearly all of the aft region. Most of the decor here
is early steel, with numerous pipes, vents, valves, and gauges scattered
about. I believe you’ve gone about as far below decks as you can go, as
the massive steel-plate flooring upon which you stand offers no openings
to go down any further. There is, however, a steel ladder leading up
through a hole in the ceiling.
I can see the following:
Cannister
Engine
Starter Switch
>flip switch
Click.
>GRRRRRRRRRRRRRRUPUPUPUPUPUPUPUP!flip switch
Click.
>GRRRRRRRRRRROOAAAAARRRRRRRRRRRR!<
With a tremendous roar the engines come to life!
You feel a sudden lurch as a hidden clutch engages,
connecting a churning drive gear to a propellor shaft.
The engine continues to wind up until, suddenly,
smoke begins to pour from somewhere and the motor
slowly dies again into silence.
Hmm, that looks like it did work? The engine started – but did you press the switch twice? Here is my log:
Tropical Lagoon. (on boat)
>RAISE SAIL
The sail, now raised, fills with wind.
>NE
There doesn’t seem to be enough wind here to fill your sails.
>LOWER SAIL
The sail falls limp as you lower it.
>D.D.SAY “BONZAI”.D.OPEN CANNISTER
Below Deck. (on boat)
Owner’s Stateroom. (on boat)
As your war cry reverberates through the air, you feel
yourself becoming less and less dense. The world about
you changes substance, and, almost as unnoticeably as
it came about, you once again find yourself whole again.
Torpedo Room. (on boat)
Engine Room. (on boat)
I can see the following:
Cannister
Engine
Starter Switch
Cannister opened.
>OPEN BOX.GET WARPONIUM AND PUT IT IN CANNISTER.PUSH SWITCH
Lead Box opened.
Deadly Warponium taken.
Deadly Warponium put in Cannister.
Click.
>GRRRRRRRRRRROOAAAAARRRRRRRRRRRR!U
Torpedo Room. (on boat)
>D
Engine Room. (on boat)
I can see the following:
Cannister, which contains:
a piece of Deadly Warponium
Engine
Starter Switch
>U
Torpedo Room. (on boat)
>SAY “BONZAI”
As your war cry reverberates through the air, you feel
yourself becoming less and less dense. The world about
you changes substance, and, almost as unnoticeably as
it came about, you once again find yourself whole again.
At Sea. (on boat)
In cod we trust.
>RAISE SAIL
The sail, now raised, fills with wind.
>N
The boat moves forward in the breeze.
Ocean. (on boat)
A loud roar can be heard to the east.
a part failed to cut and paste, the “PUPUPUP” sound is followed by the engines failing to start.
Yes, a part of my log got cut off as well. Try to follow my steps exactly – maybe you need to lower the sail first? Or leave the cannister open? It definitely should work…
Yes I should have told you that Jason sorry; I trust you have the matador now. Can you give me another hint re the mink slippers?
I am going to spend some time on the sandstone maze later today and I think I will need lots of time to figure it out.
BTW in case you didn’t know you have to BOARD PLATFORM to use the train. I tried everything but this is the only thing that seems to work.
I managed to get on the train already (my problem was actually getting the pass in the slot, for some reason the right syntax had been eluding me). No clue what to do at the destination, but it sounds like you haven’t had luck either.
Mink slippers, it seems like you’re just having a logistical issue? Here’s all I did:
Gvr ebcr gb gur cvcr
Jrne gur ubyr
Tb qbja gur ebcr
Qebc gur ubyr
Fnir naq purpx gb znxr fher gur ubyr tbrf fbzrjurer rnfl gb trg gb (lbh pbhyq fxvc guvf V thrff ohg lbh’yy gura unir gb frnepu gur ragver znc yngre)
Erfgber naq chg gur fyvccref naq pnecrg va gur ubyr
Ergevrir naq jrne gur ubyr, tb onpx hc gur ebcr
You mentioned earlier not knowing what to do with the ladder, that’s another one I figured out.
lbh pna nggnpu gur ynqqre gb gur obng fb lbh pna pyvzo hc rira vs lbh’er fjvzzvat ol gur obng va gur zvqqyr bs abjurer
Three location questions
1.) you’ve mentioned an Oracle — where is it?
2.) when you managed to luck out into the submarine, did you try leaving right where you found it? where did you end up? I still haven’t been able to hit the sub even by luck.
3.) I think the treasure map is indicating the spot where the ugly is for digging, which means I’d need to use the torpedoes to get to it — is this accurate, or am I reading it wrong?
I am having trouble finding the galleon or the mast on a rerun. I have checked every single location at sea over three days and there is definitely no sign of either. Oddly I have seen the mast sticking out of the water as early as the first fifty moves in the game when I had very few points and no torpedo. I am guessing I will have to restart but as to why there is no wreck or ship I have no idea. I have not fired at it at any stage in the game.
By the way have you any idea why the News Vendor is a hologram? Maybe an in joke.
I have to agree the Galleon can be a huge hassle. Many times I simply fail to hit it with the torpedo. Just now, I was sailing around and happened to be following it going north, I tried firing the torpedo and it said I got a direct hit. But I had to go N about 5 times to see the mast. But then I tried “Look at mast” and saw nothing. I’ll keep working on it…
I may not be playing along (yet!), but I am absolutely fascinated to read these entries and posts on Warp. It’s only a matter of time (and finding the time) before I sit down and take a crack at this one myself.
Thanks Jason I’ll try your hints later. Spoilers below folks.
Yes I have had no luck with the professor in the WIT laboratory – he speaks gibberish if you talk to him. You have to use the TELL command for some strange Warpian reason. I take it you have read the printout from the coke machine? Obviously this relates to the door frame in the Fix’r Shoppe but I haven’t found the power units or the switch for that.
I have hit the engine room and the torpedo rooms in the submarine but only when using the hole. If you add the Warponium to the cannister it works as fuel and gives you 20 points but nothing else seems to happen (maybe it has if you can escape the submarine to look) and the Warponium is also expended so maybe there is another fuel source knocking about? I cannot leave the submarine at all. Maybe you have to take the lead box and Warponium through the hole and leave via the carpet but I can’t see how you would get it there with the other things as well and not lose something.
I have only encountered the Oracle via the carpet. He is on a mountain and you die of hypothermia very quickly so I am not yet sure how you can interact with him.
In terms of the Ugly, try wearing nothing and visiting her. If you then make amorous advances she fless screaming (I never did have much luck with women). You can then dig but save often as you are likely to drown on many occasions.
I found out that you can tie the rope to the shrubbery and descend but the rope breaks.
This maze is doing my head in. I thought the ones in Acheton were tough. I know there is the burial chamber of KIng Warpenkamen somewhere in there as I hit it once via the hole.
I know there is an Astrolabe somewhere in the game as it mentioned it once when the game crashed.
I have also done more diving than Jacques Cousteau but no joy. I see SHIPWRECK is understood so maybe something is lurking down there somewhere?
Onward and upwards…
I already had figured out the safety deal with hole digging — you have to keep waiting until the tide is out (you don’t get the “there is water lapping at your feet” messages) and that’s when you can start digging.
That *really* helps though, because the things inside the silver ring in the treasure chest (if you look it has a clasp) let me immediately resolve two of my long-standing puzzles.
From the bottom room in the boat, try going down… The Oracle is very important, yes you visit him with the carpet.
I had discovered that message — sort of took it both as a bug and a hint.
My current working theory is that I have the hole placed at he bottom of the boat and if it’s in the right location I can go down into the torpedo / engine room section.
I think I know the ones you mean! Goodbye bus crashes and spiders?
haha, when I decoded that message on the blue pill, wow that was so cool. I was having nightmares about getting hit by a bus…
I am officially drunk. Tomorrow I have to backtrack and get the globe from the roof and the slippers at the same time. You cannot revisit because the carpet will not take off from the roof.and the round button is broken on the second trip downwards. So back to an early save. Thank goodness for a bottle of vintage champagne. Yours drunkenly.
What’s the game’s output for wearing the portable hole?
Why the quotes around “monitor lizard”?
If you had another one, you could brace it alongside the first shrubbery, but a little bit lower to get a two level effect with a path running down the middle
That’s not “maybe” a Monty Python joke, that’s half a direct quote!
You are carrying the following:
Hole
>wear hole
Hole put on.
>i
You aren’t carrying anything.
You are wearing the following:
Hole
I used quotes because it’s not really a monitor lizard, it is a lizard that “monitors” you, a lizard that watches you, always. (At least, I don’t know any real monitor lizards that can walk on water.)
That’s not “maybe” a Monty Python joke, that’s half a direct quote!
Ha! Ok, I’ll take out the “maybe”. (It’s been about 15 years since I’ve seen the movie so I was working off memory.)
Hm, I was hoping for a more interesting response from wearing the hole. Oh well.
>FIND CURE FOR CANCER
Found.
>RIDE SPACESHIP TO ALPHA CENTAURI
Arrived.
>PERFORM BREAKDANCING ROUTINE WITH ALIEN
Dance completed.
Well some good did come from me having to go back to an early saved game. I just rode the bus again and tried something I had not done before, i.e. LOOK IN BUS. Why had I not though of that before?
I had already found the camera but I had used GET ALL, I didn’t know how to actually look at it.
I’m resigned to the fact I’ll likely have messed up at least one more thing and will need to restart.
I did figure out the Oracle, by the way. (bar bs gur cubar uvagf nccyvrf urer)
Thanks for that. I haven’t tried putting the film in the camera yet as I’m fighting my way back to where I was two days ago. It seems rather unfair that the carpet will leave the roof while the round button is working, but stops cooperating when the button is broken. Another example of making the game tougher I suppose.
Wearing the hole is not as interesting as wearing Absolutely Nothing…
With Warp, it’s very easy to mess things up, so don’t get hung up on that. Just keep a list of issues, and every so often you can go back and start from the beginning, going for a high score. Part of the fun is figuring out the optimal order to do things in Warp.
I can confirm that I get the same response as Jason having just tried “BONZAIING” to the torpedo room from the lagoon with the sail lowered. The first time I press the switch the engine starts up then fails with the message about smoke emanating from the engine.
Sorry to hear that. I can only suggest trying to follow my steps exactly… I am almost done with a new and more complete walkthrough, which I should be able to post in a day or 2…
Personally I am going to take out a subscription to PlayWarp magazine; it can get very lonely stuck out on one of those reefs.
Haha, so true. I think that magazine is referred to in the clue “Programmers like reading material”
A few more comments – there is no submarine, but it’s necessary to go down all the way in the boat. Getting the mink slippers is tricky, there is a lot to do on the roof of the Warp building, bring water, rope and the hole. You can get away from the lizard using the rope. You can dive to the shipwreck after you sink the galleon. There are quite a few objects that serve no real purpose – I think if the Oracle asks for an object (like the bag), that means it’s not essential for other parts of the game.
Could I get another hint on going down in the boat? My “sail around with the hole on the bottom and test everywhere” theory doesn’t seem to be panning out.
Yeah, actually I’m also having trouble getting into the torpedo room. Maybe you have to sink the galleon first? The only thing I can think of is using the hole, but that doesn’t work right away. I just ran into the galleon but failed to sink it; need to try again…
You *can* leave the below deck section via magic carpet, so it might be possible to hack a solution with the hole.
It feels like we collectively have the knowledge to get to the end but I can’t put it together.
Right now, I am stuck on
a.) being able to fire a torpedo — you imply you sink the galleon before you can get into the torpedo room, so I assume the way of doing that is something other than just starting the engine? Trying to >SHOOT GALLEON straight up has the game suggest I need some sort of weapon.
b.) getting the engine started — I got the deadly w. inside, but the engine busts when I start it. Roger said something about tar but it just sticks to me and I haven’t found a parser command that somehow transfers the tar to the cannister (I’ve gone through about 30 variations)
c.) getting the deadly w. back out — I haven’t reached this point but Roger said he was stuck here
If we can sink the galleon *without* starting the engine I’m perfectly happy skipping that part for now; I really care about getting to the endgame and not necessarily having all the points.
Ok, my old notes say “Sail to no-bikini atoll (leave WM below deck), get Warponium, start engine, get mackerel, leave Warponium in engine room”… then a bit later “Put Uranium in case, get Warponium from engine room and return it to case” – so the Warponium should still be available even after starting the engine.
One of the phone numbers gives the clue – something like “fire one”; they also suggest torpedoing the ugly; I remember getting the torpedo on the beach, where you can look at it.
You do need to sink the Galleon, then dive to get the astrolabe.
Another problem is the Warponium seems to disappear (i.e. be used up) after starting the engine (cannister definitely empty after you press the switch) and although you get twenty points for this action I am not sure if you need it stashed in the case at the end of the game as it seems to be a treasure. The only way I can find to remove the tar is to enter the water and then of course it is gone forever.
My old notes say: “Sail to no-bikini atoll (leave WM below deck), get Warponium, start engine, get mackerel, leave Warponium in engine room”… then later on “Put Uranium in case, get Warponium from engine room and return it to case”… the tar seems to be a joke, no need for it as far as I know.
ok, on the deck of the ship, you actually do
>SAY “FIRE ONE”
which will magically cause the torpedo to launch.
*sigh*
Well, one Galleon down, at least! I’m going to try gunning for the end with all the treasures but not worrying about full score (that is, not bothering to start the engine).
Also, I did figure out the Obelisk. In ROT13:
Lbh ragre gur boryvfx (gjvpr, bapr gb fjvgpu gb gur “juvgr boryvfx” ebbz, bapr ntnva gb tb onpx gb jurer lbh fgnegrq) juvyr ubyqvat gur lryybj qvnzbaq naq bayl gur lryybj qvnzbaq. Fbzrubj, zntvpnyyl, lbh trg na robal qvnzbaq ng gur raq naq abg n phor.
V unq gevrq vg orsber jvgu gur lryybj qvnzbaq ohg V unq nabgure vgrz va zl vairagbel, fb gung nccneragyl zrffrq vg hc.
Lbh pna qebc gur pnecrg orsber lbh qb gur genafsbezngvba naq gur pnecrg jvyy fgvyy or gurer jura lbh trg onpx sbe na rfpncr.
Not sure you can get away from the lizard using the rope. It merely follows me up the rope if I leave via the Cliff Edge and go up to Land’s End.
Last time I evaded it a while when the storm tossed my ship (eventually it picked back up the scent, but it was long enough to go get the egg if I had wanted).
I don’t know if any other forms of teleport help.
This is what my old notes say: “Solve Mayan disc, get emeralds, go down, get box and film, down again for opal, lead lizard out, get tusk, give all to WM, climb rope to get out”
I could use help with one thing, I can’t find a terminal program that displays some of the ASCII art correctly, e.g.:
_______________
/_______________\
|&dB FREE PHONE &d@|
____ | |
(____) | &dB[7]&d@ &dB[8]&d@ &dB[9]&d@ |
/ \ _| &dB[4]&d@ &dB[5]&d@ &dB[6]&d@ |
C——` | &dB[1]&d@ &dB[2]&d@ &dB[3]&d@ |
C——–| &dB[*]&d@ &dB[0]&d@ &dB[#]&d@ |
| | | _____________ |
/ \ | |INFORMATION| |
/____\ | |555-1212 | |
(~~~~) | ============= |
| ::: |
| ::::: |
| ::: |
|_______________|
I’m sure there’s a client that handles it — I’ve just been ignoring it when it comes up (I’ve only seen it in four or five places).
Don’t forget to try all the phone numbers (of course you have to restart if you use the clue hotline, but some of the clues are very useful):
Scribbled on the wall is a message that states “For a good time call 333-4468”:
WARP CITY BUS – For up-to-the-minute route information, dial 333-WARP
INFORMATION 555-1212: “Using the CLUE hotline costs one point.” (3332583):
Crudely scribbled in pencil on one wall you can make out: 3339999.
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Well I’ve made some more progress. I have put the Warponium in the cannister and left the engine room via the carpet but when I drop the hole on the boat with the Torpedo Room visible it won’t let me descend into it when aboard. However, I have sailed around until I saw the mast sticking out of the water. I then fastened the ladder to the boat, donned my swimming gear and….
SWIM DOWN
Underwater. You’re submerged beneath the waves. Sharks can be seen coldly circling nearby.
I can see the following:
Sunken Galleon, which contains:
An Astrolabe
a Jeweled Dagger
>TAKE ALL
Astrolabe taken.
Jeweled Dagger taken.
I then returned to the boat via the ladder. I still have no idea re the torpedoes yet.
Looks like you somehow have a sunken galleon without having to shoot anything, you don’t need to do any torpedoes then. (Russell mentioned ramming it, maybe you did that inadvertently?)
No I don’t think I did but in Warp world I suppose it is possible. Is it feasible that the Spanish Galleon and the mast sticking up from the water are separate entities?
As for having to say “Fire One” that sounds a limp solution but well done for finding it. I think if all three of us sat around a monitor we would have finished it by now.
I will be away until Monday afternoon so I shall take up the cudgels again then. Good luck!
Russell, when you say “Sail to no-bikini atoll (leave WM below deck)” does WM mean mean the Warp Master?
Yes, you can use that abbreviation any time, e.g. give all to WM, which I found very useful.
I was wondering if I should post my Warp “walkthrough” somewhere?
You could do it at the CASA Solution Archive.
https://www.solutionarchive.com/game/id%2C8226/Warp.html
Great idea, I just submitted it, thanks for that site.
Is it a full 1216 point walkthrough?
It’s more a list of steps – I kept getting frustrated by various mistakes that would force a restart, so I worked on a list of steps that would allow me to get all 1216 points and then enter the endgame. So yes, this is the actual list I used, but it does not spell out every detail.
Did you ever work out the Warp Room with the door frame, the Secretary and the W.I.T Laboratory?
Well after trying to figure out the Secretary for 20 years, I finally got a chance to email Rob Lucke, and he said she was based on a real person they knew, but was unfinished and not essential to the game. The Warp room is of course the beginning of the endgame. I think the only purpose of the W.I.T. laboratory is to deliver the magazine.
I have tried all possible combinations when pushing the switch i.e. sail up / down, cannister open / closed, saying “Bonzai” in various locations and the end result is always either
a) the engine fails to start at all or
b) it starts and subsequently stops with smoke emanating from the engine.
I even tried going back to an early save and the same result transpired. For the life of me I cannot see what I am doing differently to you.
The only thing I can think of is you have to both start the engine after collecting the Warponium on your first visit to the lagoon and it won’t work on further visits. If this were almost any other piece of IF I would have said that this couldn’t be the case but given the irrational nature of the timed safe in the Bank I fear I could be right.
Yeah, that is very strange. I never had a problem with the engine year ago, and this time around it is working fine for me also. It’s true that I visit the lagoon for the first time towards the end of the game, after getting the lead box, but they really should give you more information. Yes, the timed safe is tricky, but at least it’s fairly obvious that you have to get that out of the way early on.
Maybe you are ok after all? The engine only runs once, just enough to get you out of the lagoon to a random ocean location, then it dies, giving you the 20 points.
You can look through the Warp data files to see only a few text strings dealing with the engine (the first one is the success message):
With a tremendous roar the engines come to life! The engine continues to wind up until, suddenly, connecting a churning drive gear to a propellor shaft. You feel a sudden lurch as a hidden clutch engages, smoke begins to pour from somewhere and the motor slowly dies again into silence.
The engines reluctantly turn over, but fail to start.
I don’t think anything happened. Perhaps you’re out of fuel? Are you sure you know what you are doing? Perhaps you should use a stronger octane rating?
I got it!
It doesn’t make any sense (to the extent I’d call it buggy) but it seems to retain the warponium if you push the switch IMMEDIATELY after placing the warponium — you can’t move off to heal.
You can actually have the warponium already in, take it from the cannister, put it back in, and flip the switch and it works (this is why I suspect it is a straight up bug).
On to the Last Lousy Point.
I still don’t know who to deliver the magazine to.
I tried the Professor, no dice.
EDIT: Argh, you just DROP MAGAZINE in the room, don’t GIVE MAGAZINE TO PROFESSOR.
So I’m wandering around with a full score. Is a message or event supposed to trigger?
No message that I can recall, but what does SCORE say? Getting 1216 points should trigger a delivery…
Your score after 4538 commands (2 hours and 52 minutes of playing)
would be 1216 out of a possible 1216.
So you’ve got all the points. Now what?
Not for me sadly. I have tried 15 times to remove the Warponium from the cannister, put it back and flip the switch and every time the engine falis to start. This includes going back to an old save when I first picked up the Warponium from the lagoon so I suspect it is not going to work.
TAKE WARPONIUM
Deadly Warponium taken.
PUT WARPONIUM IN CANNISTER
Deadly Warponium put in Cannister.
CLOSE CANNISTER
Cannister closed.
PUSH SWITCH
Click.
GRRRRRRRRRRRROOAAAARRRRRRRRRRRR!
With a tremendous roar the engines come to life!
You feel a sudden lurch as a hidden clutch engages,
connecting a churning drive gear to a propellor shaft.
The engine continues to wind up until, suddenly,
smoke begins to pour from somewhere and the motor
slowly dies again into silence.
This, or the engine failing to start at all, happens every time regardless of whether the sail is up or down and the cannister is open or closed.
The message you get is totally correct. Is the warponium preserved though that is the important part. (It is a one use thing meant to get you out of the lagoon)
No the Warponium is exhausted every time whether the cannister is open or closed.
NE
There doesn’t seem to be enough wind here to fill your sails.
LOWER SAIL
The sail falls limp as you lower it.
D
Below Deck.
D
Owner’s Stateroom..
SAY “BONZAI”
Torpedo Room (on boat)
D
Engine Room.
OPEN CANNISTER
Cannister Opened.
DROP BOX.
Lead Box dropped.
OPEN BOX
Lead Box opened.
U
Torpedo Room.
DIAGNOSE
You’re 72% healthy.
R
R
D
Engine Room.
TAKE WARPONIUM
Deadly Warponium taken.
PUT WARPONIUM IN CANNISTER
DEadly Warponium put in Cannister.
PUSH SWITCH
Click.
GRRRRRRRRRRRROOAAARRRRRRRRRRRR!
With a tremendous roar the engines come to life!
You feel a sudden lurch as a hidden clutch engages,
connecting a churning drive gear to a propellor shaft.
The engine continues to wind up until, suddenly,
smoke begins to pour from somewhere and the motor
slowly dies again into silence.
LOOK IN CANNISTER
The cannister is empty.
Or using multiple commands on one line:
GET WARPONIUM AND PUT IT IN CANNISTER.PUSH SWITCH
Deadly Warponium taken.
Deadly Warponium put in Cannister.
Click.
GRRRRRRRRRRRROOAAARRRRRRRRRRRR!
With a tremendous roar the engines come to life!
You feel a sudden lurch as a hidden clutch engages,
connecting a churning drive gear to a propellor shaft.
The engine continues to wind up until, suddenly,
smoke begins to pour from somewhere and the motor
slowly dies again into silence.
LOOK IN CANNISTER
The cannister is empty.
So strange… I never had a problem with the Warponium disappearing… the engine always seems to start up fine, but I don’t look in the cannister, I just go Up to heal for a bit, then go back down:
>D
Engine Room. (on boat)
I can see the following:
Cannister, which contains:
a piece of Deadly Warponium
Engine
Starter Switch
It’s just sitting there, and I come back for it later once the Uranium is safely in the case.
I found this in the Warp data files, not sure if it could be helpful:
Wrapping up You can’t last much longer. You have no feeling in your feet. You can no longer feel your face. The tips of your fingers are getting numb. Degrading health on mountain MOVETHEBUS WANDER the president WANDER the curator The Warpmaster follows you. Checking if WM following HOLETHIEF HECKLE VAULT DESERT MAIL MOVEBEAR DOCTOR LIZARD COP MUGGER GALLEON STORM BOAT ESREVER LAMPS TIDES SPIDER POISONPILL SHARKBAIT Checking if sail still up UPDATECLOCK ACTIVITY is You drift with the current … Drifting the tub Checking nuclear intermix Checking Warponium presence Checking U-238 presence [Unlocking] Checking curator’s door Checking diving gear For some reason, the mummy just crumbled to dust. Checking curse Checking film exposure Checking loading dock ONRUG=FALSE Checking rope links
It’s beyond me I must admit. I did wonder if one of my SAVE files was corrupt so I have used various files from different stages of the game, including before I had ever picked the Warponium up in the first place. Unfortunately they all exhibit the same behaviour.
I have pretty much given up now as I went back to the beginning and the Cannister is still always empty after pushing the button. I guess it’s not possible to complete it.
I will experiment a little more to see if I can get it to not work and work doing something specific.
Still stuck at max points w no “delivery”.
Well, I do have to admit there are some strange things about Warp. I have never had a problem with the Warponium, but I often have issues with the Galleon. In my current game, I have not seen it previously. I was just sailing around, and came across a mast sticking up out of the water. So I dive down, but nothing is there! I go back up, sail around some more, but the mast seems to have disappeared. Maybe there is a time limit? It seems there are several parts of the game where you have to be very careful, or you can ruin the game and have to restart. With a long game like this, that seems like poor design…
Thanks Jason. Have you obtained and read the computer printout from the coke machine? You have to restore a previous game afterwards as you lose 5 points by using thye quarter but I wonder if you need to have read it and maybe visit the Warp Room with the cables as well.
I think these rooms might be important to the endgame:
Loading Dock.
You find yourself in a small room resembling the storeroom, but
sporting a large steel door in the east wall. You could push it open,
but heavy steel springs will shut it behind you.
Storeroom.
This is the storeroom for the kitchen. However, no shipments have
come in lately, and the shelves are bare. Passages lead to the
north and south.
I agree with that. I recently came across a scenario where I couldn’t take the carpet at all, even though I wasn’t carrying or wearing anything; it said my load was too heavy and I was 100% healthy. I have also seen the mast sticking out of the water on my first journey just three moves or so from the boating dock with 55 points banked.
When I restarted recently I went into the museum and the curator was carrying the Leeverite around and was then mugged by the mugger! I just shot the latter and put it in the case.
I am half expecting the Newsvendor to start his own coast to coast franchise: Wham Bam I’m A Hologram!
Well, I guess the authors had some crazy Pascal code here, all written from scratch, so they simply couldn’t find all the bugs. It’s a shame they seem determined to take that code to their graves…
I do have one secret weapon – God Mode. If anyone gets stuck and really becomes desperate, I can give out my secret code phrase to activate it. I’ve had a lot of fun with it, because you can get any item instantly, no matter where it is. You can also GOTO any location number or item.
I discovered a few more things: Even after seeing the Mast sticking up out of the water, I was attacked by the Galleon – seems to be some strange bug.
I went to the Pyramid again, and I *think* that pressing the buttons turns the rings of a set of concentric circles, but who knows for sure. In any case, I was able to solve it by dropping items to make the rooms unique. In the furthest room, pressing the button will change where the room points to. Then going N will take you to a new location. Drop an item there, and press that button. It might then point to a previous room, so it might be necessary to press the button a few times. Eventually you can get from the Antechamber to the Burial Chamber.
I can verify that a delivery will show up in the Warp building once you have 1216 points. After that, the game gets even harder…
God mode sounds good; feel free to send it on if you will. My favourite bug remains the underwater postman.
Heh, yeah, it’s funny that the mailman will deliver just about anywhere in the game.
>SAY “PITY THIS LONELY MONSTER MANUNKIND NOT CRGNCNCMHQ”
Oh, hello! Are you God?
>THIS IS GOD
Okay, God, if you’re so smart, tell me what word follows “GO”?
>NADS
Well, hot damn, you ARE God!
For this to work, you have to sign into Warp with the player name Karlberg. The Help function will then show some new commands.
You can also use DISABLE to leave God mode, then continue playing as normal. A good way around bugs…
“Disable” will leave God mode, allowing the player to bypass bugs and still try for the endgame.
Thanks for that. I shall give it a go tomorrow.
After another restart I now have all the treasure deposited in the case and I summoned the Warp Master. I only have 1175 points, however. Can you give me a hint as to what I am missing? I know about the last lousy point. I have taken the picture in the Hall Of Arches. I am not sure if you need to put the picture in the case but if you do that’s 47 treasures.
Treasures
Puzzles
Platinum Apple
15
Astrolabe
20
Used the hole
20
Koala Bear
19
Railroad Bond
20
Got past the security guard
20
Golden Bullion
35
Expensive Camera
25
Sailed to the island
20
Carpet
30
Chalice
20
Successfully turned on the fountain
20
Nautical Chart
10
Silver Coins
15
Operated the elevator safely
20
Silver Cross
20
Jeweled Dagger
20
Turned off the Reverse Room
20
Crystal Decanter
20
Yellow Diamond
20
Boarded the bus
20
Ebony Diamond
20
Jade Egg
15
Scared off the ugly
20
Green Emerald
20
Red Emerald
20
Got out of jail using the hole
20
Blue Emerald
20
Silver Flute
20
Sent mail
20
Golden Globe
20
Leeverite
1
Opened the Mayan Disc
20
Ruby Lense
20
Holy Mackerel
15
Buried the corpse
20
Treasure Map
15
Golden Matador
20
Warped an item
20
Memoirs
20
Black Opal
20
Summoned the Warpmaster
20
Painting
20
Large Pearl
20
Reached the burial chamber in the pyramid
20
Shiny Quarter
5
Silver Ring
20
Took picture in the Hall of Arches
20
Scarab Ring
10
Mink Slippers
10
Visited Below Decks on the boat
20
Crystal Sphere
10
Green Stamp
10
Made the curator shut up
20
Tablet
20
Devil’s Trident
15
Started the boat engine
20
Ivory Tusk
20
Uranium
20
Deliver Magazine
1
Egyptian Urn
25
Patagonian Vase
20
Deadly Warponium
15
Digital Watch
20
Silk Web
20
Bronze Ball
20
Treasure Points:
835
Puzzle Points:
381
Grand Total:
1216
Oh, sorry about that list – the formatting didn’t work here. But that explains all the points. In God mode, score will also list which puzzles you have solved: /HOL/GUA/ISL/PMP/ELV/RVR/BUS/UGL/JAI/MAI/DSC/COR/WAR/WPM/PYR/PIC/BOA/CUR/ENG – is the complete list of puzzles.
Thanks Russell. I managed to get here by not using God Mode. Ok I don’t know how to shut the curator up. Does using the hole to reach the burial chamber count as full points? I was also wondering about the glass sphere on top of the pyramid as I don’t have that yet. I am not quite sure what “warping an item” means. Cheers.
Haha, yes, that is a funny one, but certainly not obvious. No, using the hole will not get the points. I don’t think the Glass Sphere is necessary for anything. But it’s not too hard to get – wearing the hardhat and bringing some drinking water, you can climb the pyramid, use the hole to drop down, solve the puzzle by dropping items, then pushing the button as necessary to find new rooms, once finished, you get the treasure from the burial chamber, go back up, get everything and leave using the carpet.
Warping an item is hinted at by a few clues, but also very tricky – try putting a container into itself, but not the hole because it will disappear.
Oh I have just found it! TELL CURATOR “SHUT UP”
That now gives me 1195 points. Disregarding the professor that means I am 20 points short. I wonder what it is?
Yeah, it’s complex. First make sure the case contains all the treasures listed above. Then check the list of puzzles again, each are worth 20 points.
Well I’ll go to the foot of our stairs! I have maximum points; thanks for helping me over the line there. Having read the printout I know it’s something to do with the framastat and the cables next.
Ah two units have appeared in the loading dock!
Nice, welcome to the endgame!
Tell me you don’t have to put the peg in the round depression of the control unit as that’s the object I used to create the ebony cube for the Oracle.
I can’t remember exactly what the depression does… I will play around and see if I can figure it out. The endgame is very tricky. I do know that anything the Oracle asks for is not needed otherwise: Useless items (Oracle): Bag, ebony cube, portrait – in my earlier games, he asked for those items. But it would certainly be safer to use the bag or portrait to create the ebony cube, provided the Oracle is not asking for them…
The Oracle asked for an ebony cube from me, which of course could be any object except the yellow diamond so I didn’t know what to use inside the Obelisk. I chose the peg because it had never been used for anything.
Yeah, in the future, use the bag or portrait instead. But I don’t think it’s the peg here… since the depression is “about four inches in diameter and hemispherical in shape”, and the printout does not mention it. I know that a peg is needed later in the endgame, but that might be a square peg that you find later…
Thanks. I’ll soldier on then and hope I won’t need that round peg.
Ok, I can confirm you don’t need the round peg at this point. There is another object that is the right size for the depression… that is apparently the missing step 4…
Phew a relief. Yes I just reread the printout from a saved game and saw that point four was missing. I was thinking Clam. Right size right shape….I don’t suppose you can confirm if the round peg is needed later? If so I’ll have to go back to a game I save hours ago.
No, not the clam, this one actually makes sense… I’m 90% sure you don’t need that peg… you can move forward but keep that old save game just in case…
Are we going to need to get any treasures back out of the case?
No – treasures can stay in the case… although I never tried to take items out again after starting the endgame… you should not need those items again.
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Hi, so glad to play warm again using simh!! But anyone know how I can permanently save the temporary MPE file WARPSAVE as a native windows file outside of the 7925 disc image?
big dan the blogging man (same person who setup the hp3000 package) has a post about it
https://bigdanzblog.wordpress.com/2019/08/24/using-kermit-to-transfer-files-to-from-simh-hp3000/
Thanks but I figured it out. Within warp I can do a “save foo” to create a permanent MPE savefile!!