SYLENIUS MYSTERIUM
An Interactive Transcendence
Copyright 1997 by whomever wrote it
[All games and products mentioned herein are the property of their
respective manufacturers and not of the author.]
About this file
---------------
This file is not intended to serve as a step-by-step "walkthrough" that you
can print out and use to breeze through the game as your synapses atrophy.
Because SYLENIUS MYSTERIUM is full of random events, optional sequences and
multiple solutions to its few problems, any list of commands to be followed
will cause players to miss out on a great deal of the fun.
What this file will do, therefore, is provide you with a general path through
the story, highlighting as many features as possible to enable you to get the
most out of it in the competition-allotted two hours (if that long). If you
are stuck on a particular problem, you may want to do a search for certain
keywords to zero in on that problem's solutions in this file.
For the later, arcade-driven half of the game, general strategies are
discussed since randomness obviates the usefulness of a step-by-step command
list. A general overview is given, and timing and strategy will be outlined
for a number of tricky areas.
At the Mall
-----------
If you want, you can dig your skateboard out of the bookbag and zip around
the mall on it, but be aware that not everyone will think it's cool. Before
you leave the concourse, though, check the trash bin for a useful coupon.
Going south through the first set of exit doors allows you to keep tabs on
the storm's progress, or lack thereof. Since it doesn't seem to be letting
up, why not cruise around to the various stores for awhile.
Greet Margot as you enter the D-Mension Arcade. She seems to like you, and
may do you a favor if you stay on her good side, so try not to make her upset
with you. Look around, making note of the lack of good games they seem to
have here. You could always play a few, but it might do to think twice about
spending all of your money at once. While you're scoping out the D-Mension,
Margot may make small talk. Feel free to answer back, or start your own
conversation. If you hang around enough, she'll eventually ask you to swing
by the food court for her. Before you leave, you can always step into the
restroom and pull off that last paper towel.
Crossing the concourse, you're in Hollerith's Software Emporium. Ralph (the
clerk) will tell you something about today that you wouldn't otherwise have
known. Take a look at the various types of software he's got in stock, then
check out those old game systems in the corner. You're invited to try them
all out, so go for it, and be sure to ask about each one. Ralph is certainly
promoting that book he's got, so you might try asking about it or, if you
didn't already spend your money in the arcade, buying it from him before
leaving.
Once in the food court, you can probably coax an Ultra-Gulp (TM) out of
Nolan. He doesn't have bills for change, though, so you'll need the five-
spot from Margot. As the total is $5.95, you'll also need that coupon to
afford it. Hang around with Nolan for awhile, scope out the cineplex, or
use the food court as your personal skating rink.
Not for too long, though: Margot's probably getting impatient. Bringing her
the Ultra-Gulp (TM) gets you on her good side. If she's emptying the coin
boxes, you can just leave the drink on the counter. Got any money left?
If so, you can play some games and compare them with the ones you played over
in Hollerith's. Margot might even play doubles, if you ask.
Notice her reaction to her college textbooks? Perhaps the Digital Press book
would prove to be more interesting reading material. While she's engrossed
in that, you can swipe her keys and sneak into the room to the north. Or
perhaps if you just asked her, she'd show you. At any rate, stay out of the
restroom and keep the door open -- after downing that huge beverage she's
probably going to need to use it soon. That'll give you another opportunity
to get at her keys.
Once in the storage room, check out those older games (look familiar?) and
see what's up with those old cabinet parts. If Margot is with you, she'll
provide info on what you've found (if she herself knows what it is).
Together, the two of you should be able to get it up and working, but the
dust may prove too much for Margot. Give her something to sneeze into, if
you have anything. If not, you can always get the game working yourself
and tell her when you've succeeded. Play doubles or fly solo. Either way
it's off to the Game Worlds.
The Game Worlds
---------------
[The Game Worlds are not fully tested in this release. Proceed at your
own risk.]
Look around; examine yourself and your possessions. Before long, Dr Micryn
will be appear to fill you in on what's happened, then the arcade sequence
begins. Be sure to pick up and read the manual that materializes. Envision,
if you can, a text-based rendition of a scrolling run-and-jump platform game
(like Super Mario Bros), played in real-time rather than normal turn-based
IF. This'll take awhile to adjust to, and will likely be frustrating until
you get the hang of it.
Level 1
-------
The first level is relatively straightforward and should give you the chance
to practice the basic game techniques. Start out by entering the "r"
command, to begin running to the right. Once you're going, you don't need to
type any more commands to keep moving; just sit back and watch. You may want
to type "v" (view) periodically to keep track of what's around you and what's
coming up ahead. Before long, you'll come across a low wall in your path.
Type "j" (jump) to get over it.
Not far beyond this, you'll encounter your first member of the Burfast
Empire, a Green Guul. Kicking him ("k"), hitting him with your skateboard
("a" -- for "attack), or jumping and landing on him are among the ways you
might defeat him. Once he's gone, grab any power-ups that appear, and move
on. In the future, different types of enemies will attack you. Use the
information in the manual to determine their behavior and the best ways to
deal with them.
A couple more walls and another creature, and you're at the edge of a couple
of pits. The first is easy. Keep running until the "v" command tells you
the pit is directly in front of you, then type "s" (stop) and "j" to perform
a jump from a stationary position. Wait until you land across the pit, then
type "s" to start running again. Watch where you're going, though: There's
a creature up ahead, followed by another pit. Once you get the monster out
of the way, you'll need to make a running jump to clear this pit. If you're
too close, you may need to backtrack a bit by typing "l" (to start going
left). Don't go too far, though, or you may end up in the first pit! Get
turned around, and when "v" tells you the second pit is right in front of
you, jump ("j"). Watch out for the Burfast minion lurking on the other
side. (Incidentally, you could also have cleared the first pit with a
running jump, but it's good to practice both techniques until you're
comfortable with them.)
You've done battle with four enemies, so there's a good chance you've
received a power-up or two at this point. If it's a heart or 1-Up, it took
effect as soon as you picked it up or moved over it. If it was something
else, it'll be listed in your inventory when you type "i". Go ahead and use
it if you feel comfortable. When you obtain additional power-ups, practice
the different attacks to see how they vary.
If you got a Sub-Sylenius power-up (the snorkel) you're in luck. There's a
brief underwater section coming up, and this particular power-up is the best
you can have in water. If you're riding your skateboard, you'll notice it
won't do you any good in the water, so pick it up and get back on foot. As
you battle the creatures here, you may notice your attacks aren't as
effective underwater (unless you're Sub-Sylenius). When you reach the end
of the water area, you'll have to jump to get back on land.
A few steps further, you'll be confronted with another low wall, followed by
a high one. To clear the high one, you'll need to make a running jump, just
as you did for the larger pit earlier in this level. Shortly beyond the
first high wall is a second. Be careful when jumping to this one, as there's
a pit immediately on the other side. Once you're on top, type "s" to stop
running, then perform a stationary jump to the right. The pit is wide, but
you'll clear it easily from your higher position up on the wall. Dispatch a
couple more Burfast guards, and it's time to face your first level boss.
Banbaskan the Bladed One is easy to defeat. He swings his sword, then
pauses, then swings again, repeatedly. Occasionally he'll move forward or
backward a step. If you can power up as Machine Gun Syl, you can simply
mow him down with a few shots. Otherwise, between his swings is your chance
to attack, but you have to get close. Move directly in front of him, but
duck immediately to avoid getting hit. Now hit him repeatedly with your
weapon. Sometimes he ducks and attacks, so be ready to jump. Five hits
and Banbaskan is no more. Congratulations. You've cleared the first of
the Game Worlds.
At this point I'm assuming you have a feel for the game mechanics, so the
remainder of this guide will concentrate on a few particularly tricky areas
in the various levels. To help you follow along better, print out a copy of
the file LEVELS.TXT and keep it as a reference. Keep in mind that there is
more than one way to clear most of the obstacles in this game. Using
available power-ups can often provide a shortcut or safe path through a
difficult segment.
Level 2
-------
Your first new obstacle comes in the form of ceiling spikes, about halfway
through the level. They're easy to avoid; just don't jump until you're no
longer beneath them. Following a second set of spikes, you'll come across
a section of floor that will crumble out beneath you. Don't stop here for
long, or you'll fall down with it. Just keep running until the floor is
solid again.
After the spikes comes your first precision-jumping test. You're
confronted with a large (2-block) pit, a single solid block, then a 1-block
pit. You'll need to make a running start, then jump the first pit and
immediately stop to make a stationary jump for the second pit. Watch out
for the Burfast baddie lurking on the other side.
The boss of Level 2, Prandokka of the Mini-Clan (great boss names, eh?), will
jump into one of the two small lakes in the chamber, then jump back out of
one (it's random) and hit you if you happen to be standing adjacent to him.
Stick to the blocks and stay out of the lakes themselves. Avoid the center
block; Prandokka will always emerge adjacent to this block. When Prandokka
pops up, jump across the water to hit him. If he appears next to you and
hits you, hit him right back. (It's safe to do this as long as your life
isn't too low.) After five hits, the leader of the Mini-Clan will be slain.
Level 3
-------
You start the level right next to a wide pit. To clear it, you'll need to
go *back* a step (There are two blocks behind you at the start of each level,
did you notice?) and make a running jump.
Halfway through comes this level's primary challenge: the ice. Take care
using the "stop" command in this section, because when you do you'll slide
forward one block, possibly right off the edge of a pit. This section
contains some precision-jumping areas that you'll just have to practice.
One of the more difficult ones is in the form of a small (1-block) pit, a
single block, then a two-block pit. You can't use "s" to stop on the single
block, or you'll slide off it into the large pit. What you must do, then,
is clear both pits with running jumps, but to do this you need to start the
first jump two blocks away from the edge instead of one. Otherwise you'll
clear the first pit but sail over the single block into the second. Once
you're on the single block, immediately jump again to clear the second pit.
Level 3's final challenge is a three-block pit, too wide for even a running
jump to clear, and there are no high walls to climb to clear it. A pit this
size can only be cleared by making a running jump while riding on your
skateboard (or as Super Sylenius). If you're powered up otherwise, wait for
the effect to wear off before attempting this jump. Once across, jump again
to avoid whacking the short wall and rolling backwards into the pit.
The Great Firebreathing Mouse (I know, I know, don't even say it) leaps back
and forth from one side of the chamber to the other, breathing fire. To
avoid him, you'll have to move to the side he's not jumping toward. To hit
him, while avoiding his fire, you'll have to duck down on your skateboard
and get right up next to him. Several well-placed kicks will put an end to
one of the most ridiculous bosses of all-time (though the ones in Mega Man 6
are pretty darn close, admit it).
Level 4
-------
Now you're fully armed with all of the available power-ups, but the toughest
challenge is yet to come. The floor starts crumbling right from the start,
so don't dawdle. There's a pit coming up that's too wide to cross except on
the skateboard, so you'll need to get on it while the floor is crumbling.
It takes speed, but you can do it. Note that you *can't* cross this gap as
Super Sylenius because of the spikes immediately on the other side.
Minions of the Burfast Empire are everywhere here, so don't hesitate to
switch to Machine Gun Syl and mow them down, or to become invisible with the
shades and avoid them entirely. (Just don't let the invulnerability wear
off when you're surrounded!)
Following the first patch of ice is an enormous gap which can only be crossed
by flying across it as Super Sylenius. Land at the first opportunity, or the
power-up will wear off in midair. Now you're stuck on a single block, with
a three-block pit in front of you. How to get across...? Not with the Super
Cape, since there are spikes on the other side. On the skateboard, then,
but can you build up enough steam in time? You certainly can. If your
typing is quick enough and your timing is right, you can get on the board,
start moving and jump immediately, before you fall off the block. Putting
multiple commands on the same line should help slower typists make it across.
(You can exploit both of these tricks in the early Game Worlds.)
No time to rest, because the trickiest section of the game is just ahead.
You're confronted with a series of pits of various widths, with a number of
single-block platforms to take you across. The problem is that some of the
pits require stationary jumps, some running jumps, and some skateboard
ollies. To make matters worse, all of the platforms crumble out beneath you,
so it'll take near-perfect timing to land on the block, evaluate your
situation and adjust yourself for the correct jump. Refer to the map for
this section, and give yourself a pat on the back when you make it across.
You've earned it.
Still more to go, but the rest is easy. Don't get nerve-wracked, though, or
you may slip up and find yourself set back in the level, where you'll have
to face the precision jumps yet again. Just take your time, and when you
get to the wide pit beyond a high wall, make a fast jump on your skateboard
into Emperor Zabb Crule's throne room.
Strange. Zabb doesn't seem to be attacking. Well, run up and use whatever
weapon you're powered up with to make yourself noticed. *Yike!* Hmm. Try
it again. *Yike!* again! Every blow to Zabb nets equal damage to yourself.
Perhaps a different strategy? Nah, just keep pounding away. You'll die,
but at least Zabb will go down with you. Or maybe not...? You're both
still alive, but desperately weak. At this point you could either grab the
Cube of the Game Worlds and crawl out of here, or unmask Zabb and finally
see who's under that hood.