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    Hints for Adam Cadre's Lock and Key
                               written by Billy Harris


After the prolog, this is simply one big puzzle, so the hints follow an
unusual progression -- rather than being listed from vague to specific
in the order you encounter things in the game, they are organized into
sections; the first clarifies your goals. The second explains your
tools. The third contains increasingly explicit clues to the solution.
As a last resort, I have included the solution and a walkthough.

   Part 1: Your Goals

Once you complete the prolog, you will see the main interface. Your goal
is to create a dungeon that Boldo [a skilled adventurer] can not escape
from. You'll need to play several games to discover the right design.

Some of the constraints should have been much better explained in the
documentation:
  - You must create a closed path that goes from the stairs to the cell
    and back to the stairs. This means that each room will have two
    doors.

 - The guards are amazingly inept. If there are any traps on the path
   from the stairs to the cell, then the guards die and Boldo escapes.

 - The easiest way to build your path is to start in cell A1, use the
   command "JohnHenry" and 'move' along the path. Don't forget to use
   "JohnHenry" again to turn off the tunneling. You can also use
   "open south" or "close north" or similar.

So, to rephrase, you need to create a short, untrapped path from the
stairs to the cell, then a longer path full of traps from the cell
back to the stairs. You can use a variety of verbs to place traps,
such as "drop elephant" for the current room, "put blade in a3",
"move blade to b2", etc.

When you think you have a nifty design, actually purchase the traps.
It is worth reading the text of "buy" at least once per trap, but after
playing a few designs, you may prefer "qbuy" which skips the text.
You can also use "qbuy all".

Once you have the design and traps, give the blue prints to your intern,
 enjoy the brief interlude, and then bite your nails as Boldo waltzes
 through your traps. Reload, improve your design, and repeat until you
 win.

     Part 2: The Tools

Boldo starts his escape with these inventory items:
 Silver key
 Chain Mail
 Crowbar
 Torch (providing light)
 Several pounds of juicy raw steak
 Magical pan pipes
 LUXIPHEROS spell (summon light)
 PROLEPTON spell (teleport across room)

You will quickly discover that not one of the traps will kill Boldo by
itself. You will also quickly discover that the Gladiator is Boldo's
friend and will actually help him try to escape if you use this trap.
Finally, you will quickly discover that the idiot guards have overfed
the dogs [if you use this trap] and they are sleeping soundly.

Here I have given a description of how Boldo will solve each trap if he
is fully equiped. Hopefully this will get you curious about how he will
solve them with missing equipment and thus lead to productive
experimentation. Each trap has been divided into two lines: One if Boldo
is alone and one if Boldo is with the Gladiator.

ELEPHANT, RED DRAGON, GREEN DRAGON:
 Red herring; can not buy

LION:
 alone: Sets fire to mane with torch.
 Glad : Lion kills Musculo; Boldo saunters out.

MIST:
 Note that the mist, if used, must be placed in one of the four center
   rooms.
 alone: Mist eats chainmail and crowbar
 Glad : Mist also eats Musculo's sword.

BELLS:

 This trap is more complicated than the others {HINT, HINT}. You actually
 control it with a lever and switches while Boldo is moving around the
 dungeon, so you can actually time when this trap goes off.
 Unfortunately, the bells are so loud that they can cause the whole
 castle to shake, which in turn breaks the lever and prevents you from
 using them again. There is a smallish spoiler about the bells furthur
 down this trap list.

 alone: No effect on Boldo
 Glad : Doesn't like the bells, but no long-term impact.

BLADE:
 alone: Dodges blade
 Glad : Blade kills Musculo

WALLS:
 Note that the walls must be opposite each other and can't have
 doors in them. That is, if you use this trap, it must be in a
 room with N-S doors OR E-W doors.
 You can augment this trap with spikes, but this doesn't change
 the behavior of a fully-equipted Boldo.

 alone: Uses crowbar (iron bar) to wedge walls open
 Glad : Uses crowbar (iron bar) to wedge walls open

FIRE:
 Note that the King thoughtfully built a fire-supression system
 throughout the dungeon.

 alone: Fire extinguisher extinguishes torch
 Glad : Fire kills Musculo; extinuguisher exiinguishes torch.

GAS:
 Note that the gas, if used, must be placed in one of the four center
   rooms.
 alone: Holds breath, walks out unharmed.
 Glad : Gas kills Musculo; Boldo holds breath and escapes unharmed.

SAND:
 alone: Relaxes, floats to surface.
 Glad : Quicksand kills Musculo; Boldo relaxes and floats across.

DOOR:
 Note that you can augment this trap with piranha or a shark,
   but this doesn't change the behavior of a fully-equipted Boldo.

 alone: Notices seam, kicks door open and jumps across.
 Glad : Gladiator falls in and dies; Boldo jumps across.

ROCK:
 alone: Rock misses Boldo
 Glad : Rock hits Musculo and kills him

MAZE:
 alone: Boldo finds his way out
 Glad : Boldo finds his way out, takes a bit longer

DART:
 alone: Boldo catches dart, gets new inventory item
 Glad : Dart kills Musculo. Note that Boldo will NOT get the dart.

BUGS:
 alone: Buldo steps on poisions critters, escapes with minor damage.
 Glad : Buldo steps on poisonous criters, both escape with minor
  damage.

DOGS:

 Note that the idiot guards will overfeed the dogs, causing them to
 fall asleep and become useless. You can wake them up if you have the
BELLS
 by flipping any of the switches on and pulling the lever. Note that
 you should wake the dogs BEFORE Boldo reaches them.

 alone: Boldo scares dogs with torch
 Glad : Dogs kill Musculo; Boldo escapes unharmed.


     Part 3: Assembling the Pieces

This section gives increasingly explict clues about how the traps
fit together. But I'll start with a spoiler giving the correct
layout for the doors, just in case you're still stumbling on that
one. Note that the mirror-image arrangement will work just as well.

X A1. JOHNHENRY. S. S. S. E. E. E. N. W. W. N. E. E. N. W. W. W.
JOHNHENRY
[Now put your traps in the 3x3 section from A2 to C4].


You need to start winnowing away Boldo's inventory items.
Good intial traps:
FIRE [puts out the torch and uses the LUXIPHEROS spell],
MIST [gets the bar and the armour. Possibly Musculo's sword].



Without the iron bar, Boldo will use the PROLEPTON spell
on the closing wall if he is alone, or Musculo's sword if it
is available.



If Boldo faces the dogs or the lion alone with no torch,
he will use the steak to get past them.



In the worst case, Boldo can fend of a pack of rabid dogs bare handed.
If Boldo is alone and has already lost the torch and the steak, he
will use the pan pipes to sooth the savage lion.




If you figure out how to use the bells properly, you wake the dogs
and also block the pan pipes.





Spoiler for bells:
Flip experimental. Pull lever. Flip low. Flip medium. Flip high.
[when Boldo pulls out pipes] Pull lever.




You have now found a very valuable trap sequence:
FIRE, MIST, DOGS, LION; make correct use of the BELLS, and you have
wounded Boldo. He is bleeding and will become weaker over time.




The Maze takes time. If you also provide a dumb Gladiator, it takes
even more time. If you put the gladiator and maze after the above,
Boldo will become very weak indeed.



Final clue: One of the traps which Boldo can easily avoid when in top
shape will cause him difficulties when badly wounded. Unless, of course,
the trap gets Musculo instead of Boldo.


      Part 4: SPOILERS

The Correct Door Sequence
[or a mirror image]

X A1. JOHNHENRY. S. S. S. E. E. E. N. W. W. N. E. E. N. W. W. W.
JOHNHENRY







The Correct Trap Sequence

This is in the order Boldo will encounter them; you also need the BELLS:
FIRE. MIST. DOGS. LION. GLADIATOR. MAZE. DART. WALLS. DOOR WITH PIRANHA.

Complete Walkthrough

>x floor
>get metal
>show it to guard

[prologue ends, you are in your office]

>johnhenry.s.s.s.e.e.e.n.w.w.n.e.e.n.w.w.w.johnhenry
>put fire in c4
>drop bells
>put mist in c3
>put dogs in c2
>put lion in b2
>put gladiator in b3
>put maze in b4
>put dart in a4
>put walls in a3
>put door in a2
>put piranha in a2

[if you don't want to read the witty proze, use 'qbuy all']
>buy fire
>buy mist
>buy dogs
>buy lion
>buy gladiator
>buy maze
>buy dart
>buy walls
>buy door
>buy piranha
>buy bells
>give print to intern

[intermission. You can 'z' several times, or x Boldo, guards, king].
[you end up in the command center. In there, you can x the console,
the lever, the switches, the mirror, the king, the banana.
Note that the timing of the bells is important]

>flip experimental

[AFTER guard tells you dogs are sleeping]

> pull lever
> flip low
> flip medium
> flip high

[wait 2-3 turns, until Boldo pulls out the pan pipes]

> pull lever

[now just keep typing 'z' until the end]