BLACKMARL DEEP
TUTORIAL · TRONSOFT GAMES · VERSION 1.0.0
Blackmarl Deep is a parser adventure. You read where you are, type what you want to do, and the game answers in prose. This tutorial covers everything needed to finish it.
HOW TO BEGIN
Launch from the Tronsoft Games library. You start at the Creek Landing, above ground, carrying nothing. The warden is standing beside you.
LOOK— describe the room, what you can see, and the exits.TALK TO WARDEN— she explains the job.NORTH— into her cabin, where the kit hangs on pegs.TAKE LAMP— pick something up.INVENTORY— list what you carry.
Take all four pieces of kit: the carbide lamp, the bolt key, the canvas satchel, and the hoist bell. Every one of them opens a gate later.
CONTROLS
Keyboard-first, but every command is also a button in the bands beneath the story. You can finish the whole game with a mouse.
| What you want | Type |
|---|---|
| Move | NORTH SOUTH EAST WEST UP DOWN (or N S E W U D) |
| Look around | LOOK — or L |
| Inspect | EXAMINE LAMP — or X LAMP |
| Carry | TAKE PROP · DROP PROP · INVENTORY |
| Act on a thing | USE LAMP · USE VALVE · USE SATCHEL · USE PROP · USE BELL |
| Open a container | OPEN CHEST |
| Speak | TALK TO WARDEN |
| Progress | SCORE · QUESTS · JOURNAL · ACHIEVEMENTS · STATS |
| Get unstuck | HINT |
| Save / load | SAVE marrow · RESTORE marrow · SAVES |
| Start over | RESTART |
Press Up and Down to recall commands you have already typed.
TURN ORDER
No opponents and no clock. The game waits indefinitely, then responds. One meaningful action — moving, taking, dropping, using, opening, talking — is one turn, shown in the status bar. Looking around and checking records are free. Nothing acts on a timer; the lamp never runs down.
MOVEMENT
Rooms connect by compass direction plus UP and DOWN. The
EXITS pane lists every way out and where it leads, the
Movement band gives you a button for each, and Map in the
quick row draws the workings with your room in brackets.
One shortcut exists: USE BELL rings the hoist cage from anywhere below
ground and lands you at the cabin door. It matters once your pack is full.
SCORING
The game is scored out of 100.
| Award | Points |
|---|---|
| Each of the seven caches, when first picked up | 10 each — 70 |
| Entering the complete set on the tally board | 30 |
The PLAYER pane tracks Score, Caches, and Explored as you go. SCORE
reports the same in text.
The seven caches
- Lead tube of assay samples
- Iron strongbox
- Silver pocket watch
- Foreman's medallion
- Seam of raw opal
- Brass theodolite
- Bundle of company scrip
COMBAT
There is none. The bat colony at the roost is a puzzle, not an enemy, and cannot be fought. You cannot be hurt and you cannot die.
WINNING CONDITIONS
Carry all seven caches to the warden's cabin and type USE TALLY. With the
full set in hand this awards the final 30 points and ends the game at 100 out of 100.
You may enter caches in batches — the board reports how many are still logged underground — but the game is only won with all seven in hand at once. Carrying capacity is unlimited, so one trip is simplest.
LOSING CONDITIONS
None. You cannot die, be trapped, run out of light, or lose an item permanently. Nothing can put the game beyond winning.
SAVING AND RESTARTING
SAVE marrow— save to a named slot (SAVEalone uses quick).RESTORE marrow— reload that slot.SAVES— the Save Manager: review, restore, or delete slots.RESTART— begin again; saved slots are untouched.TRANSCRIPT— review the session and download it as text.
Saves live in this browser on this device. Clearing browsing data removes them. Nothing is uploaded and no personal information is collected.
IF YOU GET STUCK
Type HINT. It reads your situation and starts with a nudge; ask again for
a firmer steer, and a third time for the answer. Hints are recorded in your statistics
only and reset on RESTART.
Show the five gate solutions (spoilers)
- The hatch. Take the bolt key from the cabin; carrying it opens the adit.
- The dark.
USE LAMP— a carried lamp is not a lit one. - The flood.
USE VALVEin the Sump Hall. Strike the lamp first, or you cannot find the stem. Draining uncovers the sample tube. - The roost.
USE SATCHELthere to hood the lamp, then go north. - The sagging back.
OPEN CHESTin the Tool Crib, take the prop, thenUSE PROPin the Cathedral Void. It also reveals the opal.
A SUGGESTED FIRST HOUR
north / take lamp / take key / take satchel / take bell south / down / south / down (the hatch opens with the key) use lamp / west / west (strike the lamp, then the crosscut) open chest / take prop west / down (the winze to the Sump Hall) use valve / take samples CACHE 1 west / north / west / take strongbox CACHE 2 east / south / east / north / take watch CACHE 3 north / take medallion CACHE 4 use satchel / north use prop / take opal CACHE 5 north / take theodolite / take scrip CACHES 6 and 7 use bell / use tally