From: Andrew D. Pontious <[email protected]>
Newsgroups: rec.games.int-fiction
Subject: Walk-Through for Small World
Date: 14 Dec 1996 17:08:15 GMT

I was asked by someone for a walk-through for Small World, and I've heard
here about other people having problems with the hints, so for your
enjoyment, I hereby include a walk-through. The commands have been tested
on my computer, but if you find anything that doesn't work, let me know.
Also, there's a more English-like description before each section telling
you what you're doing and a little bit about why.
I may post this on the archive.

(Note: The sun-defined regions can be gone to by merely typing their name
or the first two letters of their name. Also note some commands in the
walkthrough are incomplete or abbreviated: the game will fill in the
proper items for you. This is meant to be quick and dirty, with the least
amount of typing necessary.)


GETTING RID OF DEVIL
(Take satellite from midnight--unlike other objects in gravity unsafe
zones, the satellite is stabilized by its thrusters so you can take it
the first time. In evening, scoop the ice cream from the top of the
mountain with the satellite. Go to twilight to begin the devil summoning.
Then go back to dawn so you're in a gravity-safe place. Wait for the
devil to appear, then give him the scoop, which he'll eat and which will
send him back to hell. Take everything, and for fun, read the contract.)

mi
take satell
w
scoop ice
w
n
da
z
give ice
take all

GOING TO SUN
(Prepare yourself for morning by taking off the boots--otherwise the
lagoon water will be spoiled--and emptying the canteen. Then, in morning,
fill the canteen with the lagoon water. Go to noon--leaving on your
socks, which are needed to protect you from the sandworm, but leaving off
your boots, which prevent you from feeling the depressions where you'll
pour the water--and pour out the water to make the desert bloom so the
dust will stop and you can jump up. Go to evening to wash out your socks,
then put on the pants and the socks and boots so you're prepared for the
heat of the sun.)

open pack
drop boots
open canteen
drink gatorade
e
fill
e
pour
w
w
take socks
w
wash socks
e
wear pants and socks and boots
n
no
u

THE SOLAR SYSTEM
(Go to the ring planet and walk on the loose ring. Go back to the small
world to pick it up in dawn and wear it. Then go to the gas giant, where
you'll float using the ring and breathe in some gas. Go to the green
planet, get tied down, and breathe out the gas to scatter the little
men--some of whom get caught in your clothes. Open the chest, then wave
and point the wand to break its protection. Take the magic pipe--though
the other items are fun to play with, too.)

e
walk on ring
u
n
da
take ring
wear it
n
no
u
s
breathe in
u
take wand
sw
breathe out
open chest
wave wand
point it at chest
take pipe
u
u
n
da

OPENING DOOR TO HOLE IN WORLD
(Look at the commotion through the magnifying glass; the little green men
will indirectly trigger the end of the temptation and open heaven for
you. Go to the south pole and look at the stars. Go to dawn again and
tell Pete the word the stars give you. Then go to afternoon and use the
combination Pete gave you to open the door there.)

x commotion with glass
s
x stars {remember the word they give you} da
say "{word from stars}" {remember combination Pete gives you} n
af
turn lock to {first number}. turn lock to {second number}.turn lock to
{third number} open door

GETTING THE WORLD TURNING AGAIN
(In the hole in the world, you want to fiddle with the magic pipe until
its ends match the ends leading from the motor to the north pole, and
then figure out a way to connect the magic pipe. The trick is that one
press of the swirled button changes the *one* end. But two presses in
succession change the *other* end. So change the other end *first* by
pressing the swirled button twice as many times as needed, then change
the one end by alternating the solid and swirled buttons, so only the one
end is changed and the other end stays how you've already set it.
Finally, the only way to attach both ends is to find out where the magic
pipe changes shape from a sine-wave shape to a straight line. All other
changes don't make the ends fit smoothly. Keep pressing the solid button
until you've figured out the sequence. Once you know the sequence, change
the magic pipe to the sine wave shape, attach *one* end, and then press
the solid button. Voila! Done. Go back up to the surface and turn the
key.)

d
push swirled.g.g.g.g.g
push solid.push swirled
push solid.push swirled
push solid.push swirled
push solid.push swirled
push solid.push swirled
push solid.push swirled
push solid.g.g.g.g
attach blue to blue
push solid
u
n
turn key