T H E W O R M I N P A R A D I S E
(Level 9)
(Later released as Part 3 of the 'Silicon Dreams Trilogy')
Before describing a 'solution' to this adventure, it must be accepted that
there isn't a move-by-move solution from start to finish!
Only the very early part of the adventure is constant, as far as a solution
is concerned. This is due to two main features:
(1)THE EDEN TRANSPORT SYSTEM - which throws up different address
locations on each load of the game.
(2)THE FUZBOTS OF ENOCH - who could crop up anywhere at any time.
These being, obviously, in addition to any normal problems you may generate
by the wrong action. Other notable features are:
(3)The Enoch TIME system - be sure to be home before curfew is
imposed, and do not attempt to start a
job too late in the day or the
Workplace Droid will reject you!
(4)Never be in debt - you cannot afford the fine AND complete
the game, so keep an eye on your Creds by
'EXAMINE TATTOO'.
THE EDEN TRANSPORT SYSTEM: Refer to your maps for clarification!
This consists of three 'ETS' Roundabouts, all accessible from the Northmost
roundabout. They are uniquely colour-coded by the FIRST COLOUR mentioned on
a grid location, as follows:
RED........the ETS 'EAST'
BROWN......the ETS 'NORTH'
BLACK......the ETS 'WEST'
When entering an ETS type 'JUMP' to reach the centre and 'SAY EXIT' to
leave (then SOUTH).
There are SIX important addresses on the ETS which you must visit, BUT they
may differ on each loading of the game!
1.YOUR HABIHOME
2.THE SOCIALIST'S HABIHOME
3.THE JOB CENTRE
4.THE TRAVEL AGENTS
5.THE FLORISTS
6.THE HARDWARE WAREHOUSE
The first one (Your Habihome) is easy to find and you don't really need to
remember this address - just type 'SAY HOME' in open areas, other than
exits from roundabouts leading to an ETS, and you are deposited one move
North of your Habihome (SOUTH to enter). On leaving your Habihome, type
'SAY EXIT' then 'SOUTH' and you're placed somewhere on the Northmost
Roundabout, depending on your 'home' address.
The second one (Socialist's Habihome) is found by examining a brooch (see
Solution).
The remaining four are given out on television advertisements (see
Solution).
The different addresses found so far may not provide for EVERY possible
address but most codes are mentioned. They are as follows:
A.SOCIALIST'S HABIHOME
CODE: RED/YELLOW/BROWN/BLUE/GREY/VIOLET/BROWN
EAST ETS: Route from centre is:- SE-SW-SE-S-SE-SW-SW-S-SW
-SW-SW-W-W-S- then SOUTH.
CODE: BLACK/GREEN/BROWN/ORANGE/WHITE/BLACK/ORANGE
WEST ETS: Route from centre is:- SW-S-SE-SW-SE-S-SW-SE-SW
-SW-SE-E-E-E-SW- then SOUTH.
B.THE JOBCENTRE
CODE: BROWN/GREY/GREEN/VIOLET/GREY/YELLOW/RED
NORTH ETS: Route from centre is:- S-SW-SE-SW-SW-SE-S-S-S
-S-SW-S- then SOUTH.
CODE: RED/WHITE/GREEN/VIOLET/BROWN/BLUE/BROWN
EAST ETS: Route from centre is:- S-S-SW-SE-SW-SE-SE-SE-SW
-S-SE-E-E-SE- then SOUTH.
CODE: RED/VIOLET/GREEN/BROWN/BLACK/VIOLET/BROWN
EAST ETS: Route from centre is:- S-SW-SW-SW-SE-S-SE-SW-SW
-SW-SE-E-E-E-SW- then SOUTH.
C.THE TRAVEL AGENTS
CODE: RED/VIOLET/YELLOW/ORANGE/BLUE/GREY/VIOLET
EAST ETS: Route from centre is:- S-SW-SW-SW-S-S-SW-SE-SE
-SW-SW-SE- then SOUTH.
CODE: BLACK/YELLOW/YELLOW/BLUE/BROWN/BLACK/BLACK
WEST ETS: Route from centre is:- SE-S-SW-SW-SW-S-S-S-SW
-SE-SE-E-E-W-S- then SOUTH.
CODE: BROWN/BROWN/YELLOW/GREY/YELLOW/GREEN/GREY
NORTH ETS: Route from centre is:- S-SE-S-SW-SW-SW-S-SW-S
-SW-SE-E-E-E-S- then SOUTH.
D.THE FLORISTS
CODE: RED/BLUE/RED/BLUE/BROWN/BLUE/GREY
EAST ETS: Route from centre is:- SW-SE-S-SW-S-S-S-SE-SW
-SW-SE-E-E-SE- then SOUTH.
CODE: BLACK/BLACK/RED/YELLOW/GREEN/GREY/BROWN
WEST ETS: Route from centre is:- S-S-S-SE-SE-SW-SE-SW-S
-SE-SE-E-E-E-SW- then SOUTH.
CODE: RED/GREY/RED/BLACK/ORANGE/WHITE/BLACK
EAST ETS: Route from centre is:- S-SW-S-S-S-SW-S-SW-S-SW
-SW-W-W-E-S- then SOUTH.
E.HARDWARE WAREHOUSE
CODE: BROWN/BLUE/ORANGE/ORANGE/RED/WHITE/BLACK
NORTH ETS: Route from centre is:- SW-SE-S-SW-SE-S-SE-S-S
-SW-SE-SE- then SOUTH.
CODE: RED/BLUE/ORANGE/BLACK/ORANGE/RED/ORANGE
EAST ETS: Route from centre is:- SW-SE-S-SW-SE-SW-S-S-SW-S
-SE-E-E-W-SE- then SOUTH.
(Note:- Do not 'type ahead' too far in advance as the parser becomes
confused! If, however, you become 'lost', just type 'JUMP' and start
working through the appropriate sequence of directions again.)
The final note before commencing the game is regarding the clock. It is a
decimal clock (0-10).....5 is Midday and 10 is Midnight. 'Curfew' is 10-3.
Each 'hour' consists of 100 'minutes' - 'WAIT' command uses 10 minutes, any
other single input uses 1 minute.
It is wise to tackle the adventure in 'day stages' but don't waste any
'days' because after about a week the Fuzbots get fed up of you wandering
about and fine you for being a parasite of the state, irrespective of your
work record!!