Introduction
PROJECT THESIUS: RICK HANSON 2 is a text only, machine code adventure for the BBC B and Acorn Electron. The game has been written with the aid of MIDGE The Message Compression System. It has over 200 atmospherically described locations, hundreds of messages, devious problems, many objects to collect and examine and other characters to meet. The amount of text crammed into the micros has to be seen to be believed!
Entering Commands
Project Thesius has an advanced command line interpreter which allows you to type, in upper or lower case, unpunctuated sentences and multiple statements. The program analyses your command and acts on certain "key" words.
From time to time, the message "I need more information" may appear. This means that the computer understood part of what you typed but needed an extra word or phrase to carry out the command. For example, GIVE HELMET would not be sufficient. The correct phrase might be GIVE THE HELMET TO THE MAN or GIVE THE MAN THE HELMET.
To enter multiple statements simply leave a SPACE between each set of commands. For example, to go north then west you could type NORTH (SPACE) WEST on the same line.
Most words may be abbreviated. For example, GET becomes G, LOOK becomes L, EXAMINE becomes EX, NORTHWEST becomes NW and DOWN becomes D. Keep commands simple as it is usually the case that two or three "key" words need to be linked to carry out the desired action.
The program has a limited understanding of the words IT and THEM. They act on the last object mentioned on the current line. For example LOOK AT THE SHOES THEN WEAR THEM. To repeat a complete command line, press the TAB key.
The following are examples of command lines to help you during play. Some of the object names may have been changed so as not to spoil your enjoyment of the adventure.
LIST POSSESSIONS | INVENTORY | |||
SWITCH ON THE LIGHT | TURN OFF THE LAMP | |||
OPEN DOOR | EMPTY THE CHEST AND GET EVERYTHING | |||
LOOK AT THE DIVING SUIT | DROP THE HAMMER | |||
TAKE ALL | EXAMINE THE FLIPPERS AND THEN WEAR THEM | |||
GO EAST PICK UP THE BOOK AND READ IT | PUT THE PACKET IN THE BIN | |||
THROW EVERYTHING | KILL THE MAN WITH THE CARVING KNIFE | |||
REMOVE THE DINING SUIT | CLOSE THE DOOR | |||
TIE THE ROPE TO THE HANDLE | UNTIE THE ROPE | |||
SHUT THE DOOR | PRESS THE BUTTON |
The following system commands may also be used:
SAVE | : | Save current game position to cassette or disc |
RESTORE or LOAD | : | Load a previous position from cassette or disc |
CLS | : | Clears the screen |
TEXT 0-7 | : | Set text colour |
SCREEN 0-7 | : | Set background colour |
QUIT | : | Start again |
The Dossier
"One of our most reliable sources has sent word that the eneny has made a major breakthrough in particle beam technology and is currently developing an Adventure Weapons System. This work is being carried out under the code name Project Thesius. If we are to retain the balance of power, it is imperative that we find out more about Project Thesius.
It is my considered opinion that we send an agent in, undercover, to obtain as much information as he can about the A.W.S. One of our submarines will beach the agent at Fisherman's Cove and will remain in the surrounding waters awaiting the agent's return. Further information will be provided once the agent has landed - some in subtle form so as not to raise the suspicions of the local authorities.
This mission will require the services of our most intrepid agent: Rick Hanson.
- Agent Chuck Redhouse
Hints
Make a map. Remember that all the puzzles in this adventure have logical solutions and there is no 'magic'. Read descriptions carefully as they may contain clues.
Helpsheet
To use this help sheet, find the question to which you require either a hint or answer in the list below.
How do I dry myself? |
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Hint: | Find something absorbent |
Answer: | Remove the flippers and diving suit then dry with the towel |
How do I stop myself tripping on the path? |
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Hint: | Don't be so clumsy! |
Answer: | Remove your flippers! |
What should I do in the cave? |
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Hint: | The sand is soft! |
Answer: | Dig |
How do I open the chest? |
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Hint: | Type a numeric code |
Answer: | Read the page torn from the directory. Note that "Billy" can only relate to "W. Short 640". Go to the cave, dig up the chest and then type 640 |
How do I use the telephone? |
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Hint: | Read the notice |
Answer: | Lift the receiver, insert the coin into the slot and dial 640 |
How do I pass the guard post? |
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Hint: | Obey all the rules! |
Answer: | Ensure you are dry and that no swimming gear is present. Give the guard the beach pass (from the overalls) |
How do I map the village? |
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Hint: | Make each location different. [Read the descriptions carefully] |
Answer: | Drop objects |
How do I pass the dog? |
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Hint: | Draw the dog's attention away from yourself |
Answer: | Drop the rabbit before opening the gate |
What should I do in the field? |
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Hint: | Read the location description carefully! |
Answer: | Drop snare, leave the field then return to the field to find a rabbit. |
Where is the carnation? |
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Hint: | Where do flowers sometimes grow? |
Answer: | The carnation is in the flower bed in the cottage garden |
What use is the cheesewire? |
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Answer: | Make a snare. Make sure you are not wearing the gloves! |
What use is the name tag? |
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Hint: | Read it for a clue |
Answer: | "Billy" gives a hint to the 'phone number and the chest code |
What does the message in the newspaper mean? |
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Hint: | It is a coded message! |
Answer: | The cinema name refers to the end of the forest road which lies to the east of Witherton. Go north into the forest from the end of the road. The times refer to directions. Imagine a clock face where the numbers are translated into directions. 12 would be north, 3 would be east. Therefore 3.00 would be northeast, 3.15 would be east, etc. |
How do I pass the wild boar? |
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Hint: | Don't hang about! |
Answer: | Use the directions from the coded message in the newspaper |
How do I leave the clearing at the end of the forest? |
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Answer: | Jump! |
How do I work the helmet? |
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Hint: | Find a source of power |
Answer: | Insert the battery into the helmet. Switch the light on/off |
How do I cross the high wall? |
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Hint: | Climb something nearby |
Answer: | Climb the tree. Make your make to the topmost branch. Tie the sheet to the branch and then climb down the sheet to the far side of the wall. |
How do I avoid the bees? |
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Hint: | Hide somewhere |
Answer: | Go into the water trough |
How do I enter the castle? |
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Hint: | Avoid the obvious route! |
Answer: | Wait for the helicopter to fly over for a second time. Go to the eastern area of dusty ground and a trapdoor into the castle sewers will have been revealed. Open trapdoor with a spanner then enter |
Where is the spanner? |
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Hint: | The village! |
Answer: | Remove your overalls in the village and wait! |
The helicopter kills me. How can I avoid it? |
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Hint: | Don't hang about! |
Answer: | Enter the castle |
How do I prevent the guards from noticing me? |
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Hint: | Stop making your presence obvious! |
Answer: | Turn the lamp on your helmet off |
How do I leave the courtyard? |
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Hint: | Avoid the obvious route! |
Answer: | Climb trellis |
How do I work the dumbwaiter? |
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Answer: | Raise or lower the dumbwaiter. |
Why am I captured in the corridors? |
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Hint: | You obviously don't work in the castle! |
Answer: | Wear the mask and the lab coat |
How do I open the sliding door? |
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Hint: | Type a password into the computer |
Answer: | Go to the alcove nearby and wait for someone to use the door |
How do I open the laboratory door? |
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Hint: | Find an electronic device to open the door |
Answer: | Take the weighing scales to the door and stand on them |
How do I get the plans? |
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Hint: | Who do you think has them? |
Answer: | Kill the professor |
How do I kill the professor? |
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Hint: | Strangle him |
Answer: | Wear the gloves. Strangle the professor with the snare |
How do I stop the alarm going off? |
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Hint: | Turn it off |
Answer: | Pull the lever in the storeroom |
How do I map the mined beach? |
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Hint: | Look in the security room for a clue |
Answer: | Examine the map in the security room |
When I reach the jetty, nothing happens. Why? |
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Hint: | Signal your colleagues |
Answer: | If your boat is not waiting, you have failed to signal the submarine |
What should I do at the pinnacle? |
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Hint: | Signal your colleagues |
Answer: | Signal with the helmet at the pinnacle overlooking the sea! |
How do I escape the guards and dogs? |
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Hint: | Don't hang about! |
Answer: | Keep moving to evade them! Remember you're a super-fit secret agent! |
How do I see in the dark? |
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Hint: | Shed some light on the problem! |
Answer: | Light the helmet |
How do I stand on the wall? |
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Answer: | You can't |
How do I signal the helicopter? |
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Answer: | You can't |