Saturday, December 29, 2012

[Adventure] Walkthrough For Sierra's Colonel's Bequest


This is the walk thru for Sierra's Colonel's Bequest
This is complete except for the 8th and final ACT.
I hate to give away the end to a good story.
Have Fun!



Problem:
What should I do in ACT ONE?

Hint:

Question Ethel.  Watch Lillian put  on perfume in  the bathroom.
Push the armoire to discover the secret room; spy on Lillian and
Ethel. Spy on Fifi and The Colonel. Look at Dr. Wilbur's bed and
doctor  bag. Look  at the  Colonel's cigar.  Look at  Clarence's
cigar. Move  the Grandfather clock  and the mirror;  spy on Rudy
and Gloria. Spy  on Clarence and Gertrude. Look  at the decanter
of cognac.



Problem:
Which tasks need to be completed before proceeding to ACT TWO?

Hint:
Go into the Colonel's bedroom  and see him with Fifi. Downstairs
you must see Gertie and Clarence talking in the Parlor. See Rudy
and  Gloria in  the Billiards  Room. Later,  you must see Gertie
asleep in her room



Problem:
What should I do in ACT TWO?

Hint:
Look  on the  floor near  Gertie's room;  get the  hanky. Search
every  dead  body  you  find.  Look  at  The  Colonel's weapon's
collection.  Move  the  mirror  and  the  Grandfather  Clock  to
discover  secret rooms;  spy  on  Clarence and  Wilbur. Question
Lillian. Get the soup bone. Toss the bone to the dog. Search the
dog  house. See  Wilbur sitting   alone in  the Library.  Spy on
Clarence and Gloria.



Problem:
Which tasks need to be completed before proceeding to ACT THREE?

Hint:
See  Wilbur and  Clarence arguing  with each  other outside. See
Lillian and  Celie in the  kitchen together. See  Wilbur reading
alone  in the  Library. You   can also  find Gertie's  dead body
outside the Billiards Room.



Problem:
What should I do in ACT THREE?

Hint:
Move  the mirror,  the Grandfather  Clock, and  the armoires  to
discover secret rooms. Find the cane in the secret room. Get the
poker in the  library. Spy on The Colonel.  Search Wilbur's dead
body; get  the monocle. Examine  any piece of  evidence you find
using the monocle.  Watch Lillian play in the  Playhouse. Spy on
Gloria.  Get  the  crackers  from  Jeeves'  room. Talk to Celie,
question her,  return her necklace. Get  the carrot from Celie's
house. Look  at Dr. Wilbur's bed,  look at his doctor  bag. Find
the attic key hidden in The Colonel's room. Ride the elevator to
the attic, read the newspaper. Look  at the clothes in the trunk
in the attic. Check this trunk again later in the play. See Rudy
and Fifi fight.



Problem:
Which tasks need to be completed before proceeding to ACT FOUR?

Hint:
Discover Lillian  in her playhouse reading  to her dolls. Notice
Gloria alone in the Billiards  Room. See Rudy and Clarence argue
in their  guest room. See Rudy  and Fifi together. You  can also
discover Wilbur's dead body in the stable.



Problem:
What should I do in ACT FOUR?

Hint:
In the Billiards  Room, examine the record and  the mud with the
monocle.  Get  the  cigar  butt  in  the  secret passage. Search
Gloria's dead body. See Clarence  and Rudy fight. Feed a cracker
to Polly the Parrot. See Fifi  and Jeeves kiss. Catch Lillian in
the Weapon's Cabinet.



Problem:
Which tasks need to be completed before proceeding to ACT FIVE?

Hint:
Catch Lillian looking at  the Colonel's weapon collection. While
exploring  outside  you  must   see  Rudy,  Clarence  and  Ethel
wandering around.  You can also  discover Gloria's dead  body in
the Gazebo.



Problem:
What should I do in ACT FIVE?

Hint:
Find the  rolling pin while  exploring the grounds.  Examine the
bootprint with the monocle. Get  the crowbar and the oilcan from
the Carriage House. Search Ethel's  dead body. Watch Fifi put on
make-up. Spy on  The Colonel and Lillian. Smell  the faint aroma
of perfume in  the secret room. Notice Rudy  eating alone in the
Dining Room.  Notice Clarence drinking alone  at the bar. Notice
The Colonel without his wheelchair.



Problem:
Which tasks need to be completed before proceeding to ACT SIX?

Hint:
See Lillian with The Colonel in  his room. See Rudy eating alone
in The Dining  Room. See Clarence drinking alone  in the Parlor.
Go into  The Colonel's Room when  he's not around. You  can also
find Ethel's dead body in the Carriage House.



Problem:
What should I do in ACT SIX?

Hint:
Search the wastepaper basket in the bathroom. Examine the bottle
with the monocle. See Lillian  hiding something in her suitcase.
Search Jeeves' and Fifi's  body. Thoroughly examine the decanter
of cognac. See Clarence writing at his desk. Spy on Lillian when
she's  alone; spy  on Clarence.  Feed a  cracker to Polly. Watch
Rudy petting Beauregard.



Problem:
Which tasks need to be completed before proceeding to ACT SEVEN?

Hint:
See  Lillian  hiding  her  diary  in  her suitcase. See Clarence
writing at his desk. See  Rudy outside with Beauregard. Knock at
Celie's front door.  You can also discover that  Jeeves and Fifi
have been murdered, upstairs.



Problem:
What should I do in ACT SEVEN?

Hint:
Feed  a  cracker  to  Polly.  Read  Clarence's  notebook. Search
Clarence's  body.  Read  Lillian's  diary.  Take  note of what's
missing from The Colonel's  weapon's collection. Pray with Celie
in  the Chapel.  Watch Lillian  playing in  the Playhouse again.
Enter  the  secret  underground  passageway  through  the  Hedge
Garden,  discover   the  dead  bodies.  Find   the  next  secret
passageway. Use the crowbar to  pry Ruby's vault open. Unbar the
door to get out. Catch Rudy searching Lillian's room.



Problem:
Which tasks need to be completed before proceeding to ACT EIGHT?

Hint:
See Lillian  in her playhouse  again acting very  bizarre. Go to
the  Chapel and  pray with  Celie. Read  Clarence's journal. See
Rudy searching Lillian's room.  You can also discover Clarence's
dead body.




                    Product Release Schedule (11/07/89)
                    ----------------------------------
CodeName: IceMan:         IBM-Dec.

Colonel's Bequest:        IBM-Available NOW!, ATARI ST-Jan. '90, AMIGA-May '90

Conquests of Camelot:     IBM-Dec., ATARI ST-Jan. '90

Helicopter Simulator:     IBM 2.0-Dec.

Sorcerian:                IBM-Dec.


-------------------------------------------------



12/30
              The Colonel's Bequest Hints and Tips
               Written by: Lord Sterling & AvaTar
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                    Walk Through (ACTS)
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What to do in ACT ONE:

Question Ethel.  Watch Lillian put  on perfume in  the bathroom.
Push the armoire to discover the secret room; spy on Lillian and
Ethel. Spy on Fifi and The Colonel. Look at Dr. Wilbur's bed and
doctor  bag. Look  at the  Colonel's cigar.  Look at  Clarence's
cigar. Move  the Grandfather clock  and the mirror;  spy on Rudy
and Gloria. Spy  on Clarence and Gertrude. Look  at the decanter
of cognac.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Tasks needed to be completed before proceeding to ACT TWO:

Go into the Colonel's bedroom  and see him with Fifi. Downstairs
you must see Gertie and Clarence talking in the Parlor. See Rudy
and  Gloria in  the Billiards  Room. Later,  you must see Gertie
asleep in her room
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

What to do in ACT TWO:

Look  on the  floor near  Gertie's room;  get the  hanky. Search
every  dead  body  you  find.  Look  at  The  Colonel's weapon's
collection.  Move  the  mirror  and  the  Grandfather  Clock  to
discover  secret rooms;  spy  on  Clarence and  Wilbur. Question
Lillian. Get the soup bone. Toss the bone to the dog. Search the
dog  house. See  Wilbur sitting   alone in  the Library.  Spy on
Clarence and Gloria.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Tasks needed to be completed before proceeding to ACT THREE:

See  Wilbur and  Clarence arguing  with each  other outside. See
Lillian and  Celie in the  kitchen together. See  Wilbur reading
alone  in the  Library. You   can also  find Gertie's  dead body
outside the Billiards Room.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

What to do in ACT THREE:

Move  the mirror,  the Grandfather  Clock, and  the armoires  to
discover secret rooms. Find the cane in the secret room. Get the
poker in the  library. Spy on The Colonel.  Search Wilbur's dead
body; get  the monocle. Examine  any piece of  evidence you find
using the monocle.  Watch Lillian play in the  Playhouse. Spy on
Gloria.  Get  the  crackers  from  Jeeves'  room. Talk to Celie,
question her,  return her necklace. Get  the carrot from Celie's
house. Look  at Dr. Wilbur's bed,  look at his doctor  bag. Find
the attic key hidden in The Colonel's room. Ride the elevator to
the attic, read the newspaper. Look  at the clothes in the trunk
in the attic. Check this trunk again later in the play. See Rudy
and Fifi fight.
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Tasks needed to be completed before proceeding to ACT FOUR:

Discover Lillian  in her playhouse reading  to her dolls. Notice
Gloria alone in the Billiards  Room. See Rudy and Clarence argue
in their  guest room. See Rudy  and Fifi together. You  can also
discover Wilbur's dead body in the stable.
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What to do in ACT FOUR:

In the Billiards  Room, examine the record and  the mud with the
monocle.  Get  the  cigar  butt  in  the  secret passage. Search
Gloria's dead body. See Clarence  and Rudy fight. Feed a cracker
to Polly the Parrot. See Fifi  and Jeeves kiss. Catch Lillian in
the Weapon's Cabinet.
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Tasks needed to be completed before proceeding to ACT FIVE:

Catch Lillian looking at  the Colonel's weapon collection. While
exploring  outside  you  must   see  Rudy,  Clarence  and  Ethel
wandering around.  You can also  discover Gloria's dead  body in
the Gazebo.
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What to do in ACT FIVE:

Find the  rolling pin while  exploring the grounds.  Examine the
bootprint with the monocle. Get  the crowbar and the oilcan from
the Carriage House. Search Ethel's  dead body. Watch Fifi put on
make-up. Spy on  The Colonel and Lillian. Smell  the faint aroma
of perfume in  the secret room. Notice Rudy  eating alone in the
Dining Room.  Notice Clarence drinking alone  at the bar. Notice
The Colonel without his wheelchair.
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Tasks needed to be completed before proceeding to ACT SIX:

See Lillian with The Colonel in  his room. See Rudy eating alone
in The Dining  Room. See Clarence drinking alone  in the Parlor.
Go into  The Colonel's Room when  he's not around. You  can also
find Ethel's dead body in the Carriage House.
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What to do in ACT SIX:

Search the wastepaper basket in the bathroom. Examine the bottle
with the monocle. See Lillian  hiding something in her suitcase.
Search Jeeves' and Fifi's  body. Thoroughly examine the decanter
of cognac. See Clarence writing at his desk. Spy on Lillian when
she's  alone; spy  on Clarence.  Feed a  cracker to Polly. Watch
Rudy petting Beauregard.
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Tasks needed to be completed before proceeding to ACT SEVEN:

See  Lillian  hiding  her  diary  in  her suitcase. See Clarence
writing at his desk. See  Rudy outside with Beauregard. Knock at
Celie's front door.  You can also discover that  Jeeves and Fifi
have been murdered, upstairs.
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What to do in ACT SEVEN:

Feed  a  cracker  to  Polly.  Read  Clarence's  notebook. Search
Clarence's  body.  Read  Lillian's  diary.  Take  note of what's
missing from The Colonel's  weapon's collection. Pray with Celie
in  the Chapel.  Watch Lillian  playing in  the Playhouse again.
Enter  the  secret  underground  passageway  through  the  Hedge
Garden,  discover   the  dead  bodies.  Find   the  next  secret
passageway. Use the crowbar to  pry Ruby's vault open. Unbar the
door to get out. Catch Rudy searching Lillian's room.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Tasks needed to be completed before proceeding to ACT EIGHT:

See Lillian  in her playhouse  again acting very  bizarre. Go to
the  Chapel and  pray with  Celie. Read  Clarence's journal. See
Rudy searching Lillian's room.  You can also discover Clarence's
dead body.
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What to do in ACT EIGHT:

Search Lillian's  dead body, find the  key. Get the gun  and the
bullet. Load the gun. Go into  the attic through the door at the
top of the stairs. Shoot Rudy.
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Tasks needed to be completed to finish ACT EIGHT:

Find Lillian's  dead body in the  Hedge Garden. Hear a  fight in
the attic.
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                   Basic Detective Skills
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About The Colonel's Bequest:

Colonel's  Bequest is  a PLAY  divided into  8 "acts." There are
several tasks you MUST accomplish in  each act to cause the play
to progress.
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How to progress through the "acts":

In  every act  there are  certain tasks  you must  accomplish in
order for the play to progress to the next act.
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How to "spy" on  people and find  out what's really  going on
behind  those closed  doors? Everytime  I walk  into a  room and
interrupt a conversation, the people stop talking!

Push on  either armoire upstairs  to move it.  Discover a secret
room. You are able to peek through the eyeholes of the portraits
to spy on  anyone in the bedrooms. Do  this often throughout the
play. Downstairs, push on the Grandfather Clock or the mirror to
eavesdrop on conversations.
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How to closely examine the items you've found. What to use to
yourself:

A real  detective is never  without a magnifying  glass! You can
find  a monocle  on Wilbur's  dead body  and use  it to  examine
evidence in much the same way.
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                Information on each character
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Information on the Colonel:

The Colonel smokes a cigar, take  note of it. Spy on the Colonel
when he doesn't know you're watching. Spy on him when he's alone
with Fifi  and again when  he's alone with  Lillian. Spy on  him
when he gets out of his wheelchair to stoke the fire!
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Information on Lillian:

At the beginning  of the play, watch Lillian  in the bathroom as
she puts  on perfume. Spy  on her private  conversation with her
mother, and again speaks to The Colonel. Question her when she's
in  the  kitchen  with  Celie.  Startle  her when she's snooping
through  the  Colonel's  weapon's  collection.  Note her bizarre
behavior  when she's  alone in  the Playhouse  (more than once).
Towards the end of the play, read her diary.
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Information on Ethel:

Question Ethel at  the beginning of the play.  Notice her hanky.
Spy on  her private conversation  with Lillian. Spy  on her when
she's drinking alone. Watch her stumble around drunk outside.
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Information on Gertrude:

Spy on her private conversation  with Clarence. She sure has the
goods on  him. She knows all  about his affair with  Gloria, his
desire to buy Ethel's land, and his Racehorse scam. You will see
her napping in her bedroom early on in the evening.
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Information on Gloria:

Spy on her  when she speaks to Rudy.  Discover that she's having
an  affair  with  Clarence.  Discover  that  she's  concealing a
medical problem  from the past.  Watch her threaten  Dr. Wilbur;
watch her  break Clarence's heart.  Watch her as  she sits alone
listening to the Victrola.
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Information on Rudy:

Spy on him  when he speaks to Gloria. Spy  on him when he speaks
to Clarence. Take note of  his relationship with Clarence. Catch
him  trying  to  kiss  Fifi.  Watch  him  eat  alone.  Catch him
searching Lillian's room. I wonder why Beauregard likes him.
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Information on Clarence (the attorney):

Clarence smokes  a cigar, take  note of it.  Spy on his  private
conversations. He  has words with  Ethel, Rudy, Wilbur  and with
Gloria. He has  a racehorse scam going with  Wilbur, he's having
an affair with Gloria, and he  has a fight with Rudy. Notice him
drinking  alone. Notice  him writing  in his  notebook. When you
find him dead, search his body for the matches.
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Information on Wilbur (the doctor):

Notice Dr. Wilbur reading alone in the Library. Gloria threatens
him regarding  her secret medical past.  Spy on his conversation
with Clarence. He has a racehorse  scam going. When you find him
dead, search his body for the monocle.
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Information on Jeeves (the butler):

Jeeves  keeps to  himself. You   discover that  he is  having an
affair with Fifi.
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Information on Fifi:

Note that  she carries a  hanky. She wears  perfume. Spy on  her
when she's  alone with the Colonel.  Rudy tries to kiss  her but
she  wants nothing  to do  with him.  You discover  that she  is
having an affair with Jeeves.
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Information on Celie:

Find the Healing Necklace that Celie  lost and she will make you
her  friend. Visit  her at  her home  more than  once during the
play. Pray with her in the Chapel.
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What to do with Blaze (the horse):

Get a carrot from Celie and feed it to Blaze.
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What to do with Beauregard (the dog):

You  can  find  a  soup  bone  in  the  icebox  and  toss  it to
Beauregard. When he's eating it, search his doghouse.
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What to do with Polly (the parrot):

You can find  some crackers in Jeeves room.  Feed them to Polly,
one cracker each act.
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              Things you can do in various rooms
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What to do in the Parlor:

You can  overhear private conversations going  on in the Parlor.
Notice the decanter of cognac on  the bar. Later in the play you
will notice it is missing.  Clarence drinks alone in The Parlor.
Also note, Polly the parrot is in the Parlor.
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What to do in the Billiards room:

You can overhear private conversations going on in The Billiards
Room. Gloria likes to sit in here and listen to the Victrola. At
a certain time during  the play, you may discover  evidence of a
struggle  in this  room. Closely  examining some  evidence could
give you a clue as to who the murderer is.
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What to do in the Library:

You may notice Wilbur reading alone in the Library. At a certain
time during the play, you may discover evidence of a struggle in
this room. Closely examining some evidence could give you a clue
as to who the murderer is.
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What to do in the Study:

The Colonel keeps his Weapon  Collection in the cabinets and his
derringer on the  desk. Take note of what  weapons he has. Later
in the play, take note of  what's missing. At a certain point in
the play you discover Lillian searching through the cabinets.
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What to do in the Kitchen:

You see  Lillian talking to Celie  in the kitchen. You  can also
attempt to talk to Celie. Get the soupbone from the icebox.
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What to do in the Dining room:

Private conversations  sometimes occur in  T he Dining  Room. If
you are  able to eavesdrop you'll  learn some interesting facts.
At one point you find Rudy eating alone.
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How to enter the Attic, what to do in there:

There are two ways to get into the attic. When The Colonel's not
around, you  can find the  key to operate  the elevator controls
and ride  up to the  attic. Look through  the trunk full  of old
army clothes and read the newspaper. In the eighth act, you will
find another key on a dead body. Use that key to enter the attic
through the door at the top of the stairs.
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How to enter the Basement, what to do in there:

Towards the end of the play you discover a secret passage in the
Hedge Garden that leads to  the basement. Locate the small metal
plate on the  wall. Insert the crank into  the metal plate (take
the  crank off  the bell).  Turn the  crank to  discover another
hidden passage.
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What to do in the Upstairs Bathroom:

In  the beginning  of the  play you  are able  to watch  Lillian
putting on  perfume in the  bathroom. Later in  the play, search
the wastepaper basket.
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What to do in the Colonel's bedroom:

You  can  see  different  people  having  conversations with The
Colonel-Fifi  talks  with  him  and  even  kisses  him (hmmmmm).
Lillian also has a conversation with The Colonel. You can search
for the  elevator key when  The Colonel is  away from his  room.
Notice The  Colonel's cigar. Try to  spy on The Colonel  when he
doesn't know you're watching.
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What to do in Lillian's room:

Towards  the  end  of  the  play  you  will  see  Lillian hiding
something in  her suitcase. When  she's not around  you discover
it's her  diary! Still later,  you can catch  Rudy searching the
room.
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What to do in Ethel's room:

There is not  much that occurs in Ethel's  bedroom. You can talk
to her at the beginning of the game.
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What to do in Gloria and Gertie's room:

In  the early  evening you'll  find Gertie  napping in her room.
Later you will discover signs of a struggle in this room.
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What to do in Dr. Wilbur's room:

Notice Dr. Wilbur's  bag on his bed. Later  you will notice it's
missing.
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What to do in Clarence and Rudy's room:

Rudy and Clarence  argue in their room. Later,  Clarence naps in
his room.  Late in the  night, you see  Clarence writing at  the
desk. When he's  not around you are able to  read his diary. You
will also see signs of a struggle and a bloodstain on the floor.
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What to do in Fifi's bedroom:

At first  you notice nothing  suspicious in Fifi's  room (except
when Rudy's around). Later in  the play, however, you discover a
murder  here!  Search  carefully  for  any  clues  or  evidence.
Thoroughly examine the decanter of cognac.
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What to do in Jeeves bedroom:

Jeeve's room is in the cellar.  Get the crackers that are on the
table.
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What to do at Celie's house:

Visit Celie more than once during the play. When she invites you
in for a chat, get the carrot.
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What to do in the Chapel:

Use the crowbar (that you found in The Carriage House) to pry up
the loose floorboards and find an old Bible. Come back later and
pray with Celie.
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What to do in the Cemetary:

There is something in the tomb,  but you can't get to it through
the  cemetary.  You  must  take  the  secret underground passage
through the Hedge Garden.
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What to do at the Playhouse:

Twice  you  discover  Lillian  in  the  Playhouse with her dolls
acting in a very bizarre manner.
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What to do at the Stable:

You  need to  get the  lantern. First,  you must  feed Blaze the
carrot that you got from Celie's house.
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What to do in the Carriage House:

You need  to get the oilcan  and the crowbar. You  can sometimes
discover a dead body here.
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What to do at the Bell Tower:

Climb  the  ladder  and  oil  the  bell  (find  an oilcan in the
Carriage House). If you can't reach  the rope, use the cane that
you find  in the secret  passage. Get the  crank from the  bell,
you'll need it.
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What to do at the Hedge Garden:

You will see  a small square shaft on the  statue of the dancing
nymph. Insert the valve handle into  the shaft (you can find the
valve handle in the suit of  armor). Turn the valve handle, then
turn the  statue. Towards the  end of the  play you will  find a
dead body  in the Hedge Garden.  Search the body to  find a key.
Get the derringer and the bullet.  Load the gun. Near the end of
the play you will also  discover a SECRET UNDERGROUND PASSAGE in
the Hedge Garden that leads to the basement.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        Other Tips
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Whgat to do with the suit of armor:

Oil the visor.  (You can find an oilcan  in the Carriage House.)
You'll find a small metal valve  handle inside the armor. Use it
on the statue in the Hedge Garden. Or you can Oil hand.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

How to open the cellar door near the doghouse:

At the  beginning of the play,  the doors won't open.  Come back
later and you will be able to go inside.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

How to ride the elevator:

Search The Colonel's  room when he's not around.  Find the brass
key inside the miniature cannon.  Look at the elevator controls.
Using the key you will be able to ride up to the attic.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   ACT 8 (The Final Scene)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

What to if I find the Colonel, and he is dead...:

Time is critical, you need to  move a little faster. You want to
interrupt the fight  in which the Colonel is  killed. Try again,
this time: after discovering Lillian's body, get the gun and the
bullet... load the  gun. Search Lillian for a  key, then QUICKLY
go to the attic.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You witness the struggle  in  the  attic  between Rudy and the
Colonel, and Rudy wins... What you should have done:

It's probably not  a good idea to passively  watch. Did you find
the gun?  Get the gun and  bullet in the Hedge  Garden. Load the
gun. Shoot Rudy!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You witness the struggle  in  the  attic  between Rudy and The
Colonel, and you shot the Colonel.. Did you do the right thing?

Nope. Next time  don't shoot The Colonel.... shoot  Rudy and see
what happens.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You witness  the  struggle  in  the  attic  between Rudy and the
Colonel, and you shot Rudy.. Did you do the right thing?

Wise choice... You did the right  thing! Rudy was trying to kill
The Colonel.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                        If you have any furhter questions:
                        contact either one of us on a bbs.


X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
 Another file downloaded from:                     The NIRVANAnet(tm) Seven

 & the Temple of the Screaming Electron   Taipan Enigma        510/935-5845
 Burn This Flag                           Zardoz               408/363-9766
 realitycheck                             Poindexter Fortran   510/527-1662
 Lies Unlimited                           Mick Freen           801/278-2699
 The New Dork Sublime                     Biffnix              415/864-DORK
 The Shrine                               Rif Raf              206/794-6674
 Planet Mirth                             Simon Jester         510/786-6560

                          "Raw Data for Raw Nerves"
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
  
[[category:Adventure]]

[Adventure] Walkthrough For Musketeers


The Walkthrough for MUSKETEERS

A number shows which choice to take, a letter show which direction to go.
F1 = N (North)   F3 = S (South)   F5 = W (West)   F6 = E (East)


Part 1: 33S3114131ENN311SWSS23NEESW2NWWWW
Part 2: N123N2NES
        Forrest: WSSSSSSSENESENNEESWSEES
        E1NNW31N1NE
Part 3: NNE23N13SWWEEEN22ESESWSSWWENNNNWN122ESSSSS2WS2
Part 4: SE3
        Enter 'FORWARD' as Password
        WNW1SSSE1SWWSSWS

This solution was made by Martin Brunner in 1998.
Originally found at http://solutions.c64.org/  
[[category:Adventure]]

[Adventure] Walk Through For 2400AD


0123456789012345678901234567890123456789012345678901234567890123456789012345678
Walk-through for 2400 A.D.

2400 A. D. Walkthrough version 1.0.0
Copyright 1999-2000 by Andrew Schultz schultza@earthlink.net
My 2400 A. D. homepage is at:
http://www.geocities.com/SoHo/Exhibit/2762/2400/main.htm

2400 A.D. is copyright Chuck Bueche "Chuckles," Origin Systems, 1987.
This walkthrough copyright 1999-2000 by Andrew Schultz may not be
redistributed for profit in any way without my prior consent.  
I look over old Apple games for fun and don't really think there should be
profit in it.  I'm not looking for profit, so I don't expect others should
profit unfairly off my work.    Especially since there wasn't much
real _WORK_.  This was fun to write and, I hope, fun to read too.

Any mistakes, corrections, etc., even of blatant typos, can be mailed to me at
schultza@earthlink.net.

The year is 2400 A. D. and the Tzorg Empire has enslaved the city of Metropolis
for a while in its quest for galactic domination.  But wait!  There's hope!
You, with the help of the Underground, a covert resistance movement, can stop
them.

I have asterisked out quests where you just need to find information.  They are
not strictly necessary, but they are neat puzzles.  Also alternative solutions
are labeled with "+."  They may require knowledge found elsewhere in the game.

First, start with intelligence=agility=endurance=30, and affinity=9.  If you
really need to improve affinity just talk to someone, cut off the conversation,
and talk again. That's one affinity point.  For endurance, run or climb stairs-
-
lowers it short-term, raises the maximum long-term. Agility comes from fixing 
or
using weapons, and intelligence comes from fixing or using items.  NEVER, NEVER
use a booster pill.  They're not worth it.  Boost labs are too hard to get to
although they are a neat puzzle.  Look for Fritz in the underground if you
really want to know.

The first thing to do is to go to Joe's Bar.  It's a building north and two to
the east of where you start the game.  Spider is in back, behind the bar.  He's
lying down. Now, he'll ask you to go to Johnnie's Corner to see Reggie, who 
will
tell you a password.  It isn't necessary to get the password, but if you don't,
you'll need to get a loan off Brehm's Bank at loan-shark rates.  Even Brehm
tells you the way you should be making money is by killing robots. Searching 
for
and finding energy cells and selling them at 5 credits is another, but it's a
little more tedious.  However, if you're out of credits and guns, this is
viable.  If you're out of ammo, just reload, get killed, and pick up your gun
again in the authority center.

**At Johnnie's Corner:  It's in the east sector.  Run all the way east(to avoid
the checker robot and social demerits) and Johnnie's corner is to the south of
the end of the walkway.  Johnnie's at the bar.  He'll tell you Reggie's 
upstairs
if you ask about REGGIE.  Go upstairs and ask Reggie the PASSWORD.  By the way,
the stairs up/down are a great way to improve your endurance.  Most of the
places have tubes.

++An alternative way to get there is to enter the transporter just outside of
the check-in center and type "LETSGO" and then "01" which sends you to the
transporter just outside Johnnie's Corner.

Back chez Spider you'll get Plastiform(healing) and a hand blaster and a
passcard, which opens the door in the Novue Apartments, behind which you can 
get
to the underground. Don't worry about getting energy, or that you can't load
from an energy node without attracting attention.  In the underground there is 
a
place with unlimited energy cells.  There's also another place in the Megatech
warehouse that has lots of energy cells.  Rudy tells you about them.

++If you don't have a weapon, Spider will give you another.  This may be a 
cheap
cheaty way to get credits.  Talk to Spider, drop a weapon, talk to Spider, etc.

The first thing you'll want to concentrate on is buying a light shield.  It is
500 credits and can be found in the underground.  I'd advise picking off robots
guarding the borders first.  To sneak behind them, either run on the walkways 
or
use the transporters(type LETSGO and then at the second prompt type 01, 02, 03,
04 to send you to the restricted zones, and 00 sends you to the Public Tracking
Office!)  The checker will follow you, and you will probably want to sucker him
into a corner.  Then attack him.  A recurring strategy for fighting robots is 
to
arrange things so you take on one at a time instead of several.

By the way, if you get "killed," just search for the loose panel in the west of
your cell.  Climb down to the first level underground, then go west and climb
back up.  You'll be in administration(the west side!)  Then go back to the
correctional center.  That's the first building after you leave the western
zone, on your north.  Your items are in a box in the southwest corner of the
first level.  Items are put there whenever you go to jail, so this happens if
you Z(urrender) too!  It's convenient and makes the game easier, but you can't
help wondering that security's a little lax.  (Also, confiscated items go 
here!)

After you get the light shield you can attack robots with a little more 
abandon.
I'd wait until you have 1000 credits to buy stuff from Wes(i.e. a Laser 
Cutter).
In fact, you might want to buy a lot from Wes and sell it back to Tim so that 
he
will give(that's right, give!) you the plasma rifle.  Of course, the rifle will
be broke, but we'll get to that later.  Your next priority should be the
blueprints.  If you've been "working out" your energy by climbing stairs at
Jonnie's Corner(or other stairs) it will be pretty high by now.  Once it's over
50, you can break into the orange handled "heavy" door in Megatech.  Behind it
is the blueprint room--there are some strange blueprints you should give to 
Les.
Ask him to BUILD the blueprints, and he will charge the modest fee of 3500.
It's worth it.  The field disperser is great armor(you can ignore attacks from
level 2 robots!) and will get you through force fields if you keep it charged.
It won't break, either!  With the field disperser the robots can't bug you any
more above ground, unless you poke around in the upper levels of the
correctional facility.  After this, you should concentrate on getting the very
best weapons with your credits.  There's not that much else to buy, anyhow.

But what about puzzles?  Stop off in the south subway to find the transporter
guidance device.  Make sure you don't get hit by a train!  There are some tough
level 4 monsters there so you may be best off to wait until they lose their
"charge."  This is a surprisingly effective strategy at any point.  Robots have
to recharge a lot, and they die out.  Just walk past them then.  Behind them in
the second room, you find the TGD.  Don in the hospital gives you the 
transporter
combination, 18-09-12-15.  I'll tell you what this means later.

**Off to the west there's another part of the underground. For a superquick
walkthrough you don't need to do this, just copy the deactivization codes, but
the puzzles are rather fun, and I recommend trying them before "copping out."
There are access terminals that give deactivization codes so you can win the
game.  Asking around at administration tells you they're behind Marion's 
office.
It's one of those doors you need 50 endurance to break down, but don't worry.
There are no robots in this part of the underground, so you'll get your
endurance back with no trouble.  Once you follow the hall and go downstairs,
you'll have to climb over some pipes to get down to the second level.  Again
climb over some pipes to get to the first access terminal.  As Jimmy told you 
in
the west underground, "ACCTRM"(level minus 2) gives "ACCTRM0" as access code.
Type CODES to avoid the humorous error messages, giving you the first
deactivization code, CHLOBU.  The tube to the second level reveals a bunch of
conveyor belts.  If you don't feel like mapping them out, here's the shortcut.
Take the one to the east and follow it until it turns south. When you branch to
the south and west, go west and then take the next turn to the north.  Beyond
the belt is an access terminal.  Type ACCTRM1 and then CODES to get the second
code, PERABR.  For the third terminal go south and then east.  You will find
transporter 05(read when you're around the transporter!)  A wild guess, or
"seeing" the transporters beneath the garbage dump on the north side, might 
make
you try LETSGO and 06.  Voila!  Level 4.  Now there are a bunch of bins you 
need
to push around. Basically, you can only push a bin onto an empty space. You'll
want to get to a 2x2 room over on the west side, and on top of it, if you go
over there, the disk may re-load and re-shuffle the bins to their original
position, leaving you trapped.  Don't worry about being trapped--you can push
your way back out or even Z(urrender) if you must.  The pattern to get to the
third terminal is below("go W" means go all the way west):
2W, 3S of terminal 6.  Push W 2x.
Go N, Go W, Go S.  Push W 5x.  N.  Push E 2x.  N. W. Go 2S, W.  Push W.  S.  E.
Push E.  S.  W.  S.  W.  Push N.  Open door to W, go W twice.  Talk W, 
"ACCTRM2"
and "CODES" gives you EDDONE, the third and final code.

Getting to the Tzorg complex is tricky--go to the waste dump in the north, but
you might want to make sure you have two weapons loaded before you enter.  
Enter
the dump from the north and go to the east.  There is a maze, not too tricky,
but you will swing around to the southwest corner where you'll find stairs 
down.
Here's where you hit the "funny" transporters.  If you don't have the
Transporter Guidance Device, you won't be able to complete this part.
Basically, you want to enter transporter 7.  Teleport to transporter 18(type
"LETSGO" and "18") and then 09, then 12, then 15, like Don told you in the
hospital.  Go east and take the stairs down.  Then you'll encounter four
teleporters. Doesn't matter which one you enter.  They're teleporters 19-22.
The one on the other side is, logically, 23.  "LETSGO" and "23" gets you there.
From there, don't enter any side rooms but go south.  Then off to the west is a
heavy-duty door.  There are robots behind there but let the robots plug up the
doorways, so you'll only have to take on one at a time.  After opening three
"heavy" doors there is a north-south hallway.  Skip by the hallway, and don't 
go
out until your endurance is high enough to take a few hits before you make it
through. Most of the guard robots are stationary but they're not guarding
anything.  Just keep going west through the doors. There's only one way to go
after that.  You'll find yourself in a narrow hallway going north.  Don't exit
it--just fight the robots one at a time.  There's also a possibility they'll
need to recharge--in that case, to the east of the passage's end and the south
is a place to recharge.  If you keep going east, behind a heavy door you will
find some much less difficult robots.  Get rid of them, and then look for
bookcases along the north wall.  Behind one of them is a flight of stairs.  
Each
time you go up, there'll be more stairs close by.  Always take them.  At one
point you'll have a choice between a conveyor belt and the stairs.  Take the
stairs.  The conveyor belt is a convoluted one-way ticket back to Metropolis,
away from the secret entrance.  Climb up the stairs again and note a heavy door
to the right.  If you enter the Authority Complex directly you can break that
door open but couldn't climb over the garbage to get to where you are now.  Go
north through the force fields and save the game--just to be sure, as typos 
will
send you to the correctional center--before you type in CHLOBU, PERABR and
EDDONE to shut down the robots.  You win.  Enjoy the (primitive Apple IIe)
fireworks!

++-there is an alternate solution as well.  If you go through the front door of
the Tzorg Authority comlpex and get to the conveyor belt, you can cross it with
a jetpack.  Which means that the whole Transporter Guidance Device puzzle is
actually unneccessary.  Still it's fun to try this both ways.

Credits:

Thanks to an unknown author of the FAQ at http://games.msk.ru:8102/abc/0.htm,
which showed me an alternate solution.  Thanks to everyone who made me believe
I *could* write a walkthrough and write the homepage.  Thanks to kahei
(www.kahei.com) for the hex editor that deciphered dialogs for me.  And thanks
to Chuck Bueche for making a fun, original game.

Change log:

11/7/99 re-solved 2400 on my Apple IIe emulator.  Wrote up a very rough draft.
11/8/99 Touched up rough draft and submitted version 1.0.0 to gamefaqs.com
2/25/99 More minor cosmetic changes(1.0.1).  Added alternate solution and 
homepage.
  
[[category:Adventure]]

[Adventure] Voodoo Castle Scott Adams 4


from: the Asimov collection



               Voodoo castle scott adams 4

Open coffin/Examine coffin/Get ring/E/Wave ring/Get knife/Go chute
Get plaque/Go hole/Examine ball/W/W/Go fireplace/Get idol/S/E/S
Get glass/Go stairs/Get statue/D/W/Get shovel/S/E/Get shield/Get sword
W/N/E/E/Move kettle/Go hole/Drop ring/Get foot/Read plaque/U/N
Drop plaque/Get heads/Open safe/Dial 38/Dial 33/Open safe/Examine safe
Drop heads/E/E/Get chemicals/Mix Chemicals/Drink Chemicals/W/W
Get hammer/S/W/Drop statue/Drop knife/W/S/Go door/Examine grave
Get saw/Get clover/E/N/E/N/W/Go fireplace/Open flue/Go flue/Get nails
Drop nails/Drop hammer/Get boards/Saw grating/Press button/Push sweep
Read paper/D/D/S/E/S/Say zap/Listen/E/N/E/E/Drop grating/Drop paper
Drop boards/Get bag/W/W/S/W/Drop saw/Get knife/N/N/Go window
Drop shield/Get doll/S/Open bag/Examine bag/Drop glass/Get stick
Drop idol/Get book/E/Go chute/Wave bag/Go crack/Drop bag/Get page/S
Go hole/Examine ball/W/Read book/Read page/Drop book/Get idol/Put foot
On cristo/Circle coffin/Wave stick/Yell chant
 
  
[[category:Adventure]]

[Adventure] Viking Quest Solver File


from: the Asimov collection



 %*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%
 %                                 %
 *    Viking Quest Solver File     *
 %      By: The Wyvern/T-Men       %
 *          Pyrotechnics           *
 %                                 %
 *%*%*%*%*%*%%*%*%*%*%*%*%*%*%*%*%*%


 This is how to solve Viking Quest,
 this is just version one a lot of
 stuff will be longer, incomplete, and
 maybe not right. All will be
 perfect in version 2.

 This will tell you *almost* exactly
 how to solve Viking Quest, if you
 don't want to know, turn off your
 computer now.

 %*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%

 [Part one - Fathers Castle]

 [south],[south],[kill stranger],
 [look stranger],(this will give
 you the silver coin),[south],(now
 in the Land of Wotan, I think
 typing [touch spear] does something
 but I'm not sure, try that and then
 wander [west],[east] until Wotan
 comes around!),[west],[talk
 stranger],(trade your whatever
 with the stranger for 100 gps),
 [east],[south],[d] (for down!)

 Now we will leave this place full
 of gods for now and go down into
 a towney place.

 %*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%

 [Part two - Towney Place]

 We must get some food or we are
 going to starve our asses off!

 [west],[south],[east],[go building]
 , [buy food] (ahhhh yes we still
 have an ass! and you better hope you
 traded with that guy or you are
 not going to be able to get food!),
 (Now go back to the place you started
 when you came [d] to the town, by
 reversing your directions),(type
 south I think, but be sure you are
 back up in the land of gods!!!)

 Now back to the land of gods!

 %*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%

 [Part three - Back to gods' place]

 Now we gotta find Odins ass and
 tell him we are going to kick it
 in unless...

 I think that you go like [east],
 [north],[north],[east], but I'm
 really not sure.... it will say
 you are in the Land of Odin when
 you get there.

 I'm almost posotive though that once
 you get where the strange was killed
 if you just go [north],[east] that
 you will be there??

 Once in Odin's Land, keep going [east]
 until you find him, he was nice and
 said we could use his name once, so
 we won't have to kick his ass!

 Now go [west] and i think you will
 be where you killed the stranger??
 if not get here, go back into
 wotan land, go west, and I think
 you are by the town?? Or else go south
 or soemnthing, but find where it says
 go down for town, and then go [d].

 *%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%

 [Part 4 - who cares]

 Now go [east],[say odin],(bandits
 are coming up next and he will
 save us so our ass don't get kicked!)
 ,[east],[go castle],[u],[kill
 bandit],[look bandit] (this will
 give you a ring or soemthing, nice
 bandit picture eh?),(now go back
 to the same place where you came
 down from last with I think
 [down],[leave],[south],[west]???
 or something like that!!! Then go
 [west],[west],[west (i think)]
 but find the country side.. from
 the country side go [south],[south],
 [look distance]

 And poofo magico, since we killed
 that bandit it magically teleports
 us to.......> Harbor Place < another
 famous Wyvern place name.

 %*%**%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%

 [part 5 - some harbor place]

 go [south] until you get to the boat
 and then type [look boat],[go boat]
 and this is one part I'm not sure
 about here, you have to sail around
 until you come to the next palce:

 Chasm of Wyvern (named after me!)

 Then onto the next part..

 *%%*%**%*%*%*%%*%*%*%*%*%*%*%**%%**%

 [part 6 - Chasm of Wyvern]

 It's time to say goodbye to para-
 chutes because now you are going
 to jump head first into a pile of
 lava!!!! (???)

 [jump chasm],[turn around],(ahhhh,
 you will go flying down somewhere)
 now you will be in some crappy blue
 picture...move around cuz I don't
 know what to do here either (written
 down I mean) so move around and you
 know you are getting soemwhere when
 you come to the first spot: a dragon!

 This is how i'll show it treks:

 [at dragon]

 attack dragon with sword

 [at balron]

 attack with spear

 (get rid of the dragon on the dragon
 one!)

 [at demon]

 wear amulet

 [at demi-god]

 show runic amulet

Then you come to the beautiful princess
and win the whole damn sun of a you
know....

 look for version two, which will be
 muuuuuch better.

 see ya at a later date, k!

           The Wyvern/T-Men
             Pyrotechnics
  
[[category:Adventure]]

[Adventure] Venom


                                     VENOM

                        Written by Clive Wilson (Softel)


                 Walk Through by Dorothy Millard (C64 Version)


(Start on an east/west road), EXAMINE RAIL (see thong), GET THONG, W, EXAMINE
BUSH (see berries), GET BERRIES, W (by monastery), MOUNT (you dismount from the
horse), TALK TO HARG DROP SWORD, GET SWORD, TALK TO HARG WEST, W (inside
monastery), TALK TO HARG GET HERBAL ORB (he takes it and seems mesmerised), TALK
TO HARG GIVE VARIOL HERBAL ORB (as he does he dies and Variol reaches for the
orb& it fills with light and floats above your head), E, MOUNT (you mount the
horse).


E, E, E, E (copse of trees), MOUNT (you dismount from the horse), EXAMINE MARKS
(they are footprints), EXAMINE BUSHES (find a log), MOVE LOG (discover a hole),
CLIMB HOLE (into a cave), EXAMINE BERIS (he gives you a parchment then dies),
GET PARCHMENT, MOVE BODY (see a wineskin), GET WINESKIN (note the next four
moves must be undertaken without delay or deviation, otherwise you will be
killed instead of the horse), CLIMB CAVE (back to copse of trees), MOUNT (you
mount the horse), E, E (by river where your horse provides a shield for you but
is killed by arrows).


W, S, E, S (before palace), S, W (council room), GIVE RAGAR PARCHMENT (he
returns the parchment and gives you a token and says to take it to Tirlan so
that you can see Arrel), MOVE TAPESTRY (see a door but you can't open it yet),
E, S, W (to room of Tirlan), GIVE TIRLAN PARCHMENT (he takes the token and pins
it on you& he says to meet him outside Arrel's room), E, S, W, W (as you enter
Tirlan touches Arrel with the staff& he awakens and tries to get free from his
straps), TALK TO HERBAL ORB EXAMINE ARREL (the orb sucks an arrowhead from
Arrel's wound), GET ARROWHEAD (you are ushered out).

E, N, N, N, N (to westerly shore), W, W, W, W, W, W (monastery), GIVE VARIOL
ARROWHEAD, GET AMNESS POWDER, E, E, E, N (into inn), GET FOOD, TALK TO PERSIS
(you are captured and taken to the tap room), EXAMINE BARRELS (see a loose
hoop), EXAMINE MILKWORT BERRIES IN BARREL (keep taking your inventory until the
innkeeper has gone in and out a couple of times with a flagon, then when he next
enters), FIGHT INNKEEPER (the drug makes him easy to overcome& Persis comes in
and is overcome by the drugged drink), EXAMINE INNKEEPER (you see the
parchment), GET PARCHMENT, EXAMINE PERSIS (you see the cowl of venom), GET COWL
OF VENOM, MOVE BARRELS (see a trapdoor), OPEN TRAPDOOR, CLIMB TRAPDOOR (see the
Statue of Venom with Fangs  if you move either the statue or fangs you are dead
 if you pt thong on fangs you find another trapdoor and can climb trapdoor, but
you can't get back up and get killed by priests), CLIMB DOOR (back to taproom).


E, S, E, E, E, S (before palace), GIVE BASHKA GOLD (he wants more), GIVE BASHKA
GOLD (you can now pass), S, S, W (to room of Tirlan), USE AMNESS POWDER
(Tirlan's eyes glass over as you throw the powder of forgetfulness at him  note
you have a limited time to persuade Tirlan to part with his cloak, staff and
key, so don't hang around), GIVE TIRLAN PARCHMENT (he arranges to meet you
outside Arrel's room), E, S, W, W (bare small chamber), TALK TO TIRLAN DROP
STAFF, TALK TO TIRLAN DROP CLOAK, TALK TO TIRLAN DROP KEY, FIGHT TIRLAN (he's
dead), GET CLOAK, GET KEY, GET STAFF, LOCK DOOR, TIE ARREL (you untie him), GIVE
ARREL CLOAK, GIVE ARREL STAFF, TALK TO ARREL WEAR CLOAK, LOCK DOOR (you unlock
the door, Arrel goes out and is mistaken for Tirlan).


E, E, N, N, W (to council room), WEAR COWL OF VENOM, OPEN DOOR, TALK TO ARREL
WEST, W (into Ragar's private chambers), EXAMINE STATUE (see a lever), MOVE
LEVER (you are injected with the Venom of Awareness& a circlet appears at the
base of the statue), USE COWL OF VENOM (the poison has been counteracted), GET
CIRCLET (a mist clouds your eyes), GIVE ARREL CIRCLET, TALK TO ARREL WEAR
CIRCUIT, TALK TO ARREL EXAMINE WALL (through Arrel's eyes you see within the
wall a circle of serpents with a hand in the middle), TALK TO ARREL MOVE HAND
(you see a chamber beyond), W.


                                CONGRATULATIONS


   Arrel is now cured and the land is free of the evil of Traklan the Tyrant.
  
[[category:Adventure]]

[Adventure] Velnor's Lair


                                 VELNOR'S LAIR

                   Written by Derek Brewster (Atlantis Gold)


                 Walk Through by Dorothy Millard (C64 Version)


Played as Wizard


(Start at the foot of Mt. Elk) INVENTORY (you are carrying a torch, tinderbox
and a club), LIGHT TORCH, EXAMINE PASSAGE (a giant spider is hanging from the
roof just waiting for a victim), BURN WEB (the dead spider falls), N, N (large
cavern), GET APPLES, N, N, N, GET HANDKERCHIEF, S, S, S, E (to where the air is
filled with fungi spores which are choking you), USE HANDKERCHIEF, E, N, E, GET
WOOD, EXAMINE WOOD (burned into it is the word 'EXTENDERE'), S, W, W, W, W
(dusty cavern where the crevasse is), EXAMINE BRIDGE (it is an illusion),
EXTENDERE (the mouldy 3 foot piece of wood has expanded to a 25 foot plank), USE
PLANK (it spans the crevasse).


CROSS PLANK (to west of the cavern), W, W (east end of cave), FEED RATS (with
what?), APPLES (the rats eagerly devour them), EXAMINE RAGS, GET TELESCOPE, W,
N, N (orc guard room), F (fight the orc guard until he is dead), GET SWORD
(glowing), GET ORC (dead), N, N, E (orc chief's room), F (fight the orc guard
until he is dead), EXAMINE TAPESTRY (old and worthless but it was hiding a
secret passage to the east), E (secret room), GET ARMOUR, GET DIAMONDS, DROP
CLUB, W, W, S, S, S, S, E, E, E, CROSS PLANK, E, N, N, N, N, N, N, N, N, N (see
crocodiles), FEED CROCODILES (with what?), ORC (they eagerly devour the dead orc
guard), DROP DIAMONDS, DROP SWORD, DROP ARMOUR, DROP TINDERBOX, S, S, S, S, E,
E, E, E (through the crack here you can vaguely see something written on the
adjacent wall), USE TELESCOPE (you make out letters - these are different for
each game so note them), DROP TELESCOPE, ...... (type the letters and you are in
a smooth walled cavern).

N (small ante-chamber), GET STATUETTE, EXAMINE STATUETTE (inscribed on it is a
verse), S, S to Magical Room, ENTER POOL (all your wounds have been healed), N,
...... (type the letters again and you are back in the east/west passage), DROP
TELESCOPE, W, W, W, W, N, N, N, N, DROP STATUETTE, S, W, W, W, W, N (ogres
bathroom), GET MIRROR, ENTER BATHTUB (about time too!), GET BATHTUB, S, E, E, S
(ogres bedroom), EXAMINE MATTRESS, GET RUBIES, N, E, E, N, DROP RUBIES, S, S, S,
S, S, S, S, S, S, E, E, E, E, N, E, E, E (the Goblin guard challenges you -
friend or foe?), FRIEND (are you a friend of the Wizard Velnor?), NO (the goblin
guard takes you north to his leader who asks if you would like to stay for
lunch), YES (they give a huge feast in your honour), E (goblin's lair), OPEN
DOOR, E, E, E (cave of Illusions).


N, N, W, W (small dug-out cave where you see the body of a wizard and the word
'TIAMAT' scrawled on the wall), SEARCH WIZARD, GET WAND (ivory), E, E, N, MOVE
ROCKS (you have cleared the passage), N, N, N, E, N (you hear footsteps and a
hissing sound behind you), USE MIRROR (you have reflected back Medusa's gaze and
turned her to stone), GET TRIDENT, DROP MIRROR, S, W, S, S, S, S, S (to where
the door is wedged with a wooden stake), GET STAKE (the door slams shut and is
locked), S, W, S, S (dirty slimy cave), FIREBALL (you cast the spell - which
direction?), E, E (to the source of the stench - the trolls are dead), EXAMINE
MOUND (of fungi -you find a platinum pendant and a pair of oars), GET OARS, GET
PENDANT, W, N, N, W, W, S, W (goblin chief's room - he gives you a clue), W, W,
W, W, W, S, W, W, W, N, N, N, N, N, E, E, E, E, ...... (type the letters again),
S, ENTER POOL (to heal your wounds again), N, ..... (type letters again), W, W,
W, W, N, N, N, N (crocodile river), DROP PENDANT, DROP HANDKERCHIEF, GET SWORD,
GET STATUE, GET TINDERBOX.


USE BATHTUB (to cross the river), N, E, E (hot dusty cavern), TIAMAT (a bridge
now spans the chasm, CROSS BRIDGE, N, N (two club welding giants are charging
towards you from the north), S, S (they are chasing you), CROSS BRIDGE, TIAMAT
(the bridge vanishes and the giants fall to their death), TIAMAT (the bridge
reforms), CROSS BRIDGE, N, N, N (large volcanic chamber), GET EMERALD, N (there
is a marshy smell and your torch is burning brighter), EXTINGUISH TORCH (you see
by the light of the glowing sword), N (long damp cavern), USE BATHTUB (to cross
the marsh), E, E (small cave - there is a pool of piranha fish here), USE
TRIDENT (the piranhas are now as calm as goldfish), ENTER POOL, E, E, E, LIGHT
TORCH, D (marble steps to crypt), E (second crypt chamber - you are attacked by
two animated mummies), BURN MUMMIES (they are reduced to smouldering ashes),
EXAMINE SARCOPHAGI (you find a false back in one of them), E (third chamber - a
cloaked vampire rises from the coffin), USE STAKE (you slay the vampire), W, GET
PAINTING.


W, W, U, W, S, S, DROP WAND, DROP TRIDENT, DROP EMERALD, DROP PAINTING, DROP
STATUETTE, DROP TINDERBOX, DROP TORCH, N, N, W, ENTER POOL, W, W (small cave),
W, W, USE BATHTUB, S, S, S, S, S, CROSS BRIDGE, W, W, S, USE BATHTUB, GET
DIAMONDS, GET PENDANT, GET RUBIES, USE BATHTUB, N, E, E, CROSS BRIDGE, N, N, N,
N, N, USE BATHTUB, E, E, ENTER POOL, E, E, E, S, S (small cavern), DROP BATHTUB,
DROP OARS, GET EMERALD, GET TRIDENT, GET PAINTING, GET WAND, GET STATUETTE,
EXAMINE TWIGS (you discover a well concealed hole), S, S, E (it's a good idea to
save your position before confronting Velnor), E (east/west passage), POLYMORPH
(Velnor - he is turned into a small frog which hops away).


                CONGRATULATIONS on the completion of your quest.
  
[[category:Adventure]]

[Adventure] Vampire Hunter D


                            
                            
                            _Vampire Hunter D_
 
Rating - None, its a cartoon, Japanime, However, this is _not_ for kids.
Put out by: Streamline Video
Brought at: Suncoast Video
Price: $29.95 (worth it!)
Sound: Good, however non stereo
Pict quality: Good
Dub quality: Average. - English , overall audio good.
Total rating (5 out of 5, this is really good).
 
    Its the year 12,000 ad, and the world is over run with vampires and
strange monsters.  Villagers live in fear of them.  They wear crosses
around their necks, and have them posted around the yard, and town.   A
young girl is cough out in the wild one night, and is attacked.  She must
fight to save herself from becoming a vampire (a social disgrace),
however she cannot do it alone, this is where "D" comes in.  "D" goes on
to fight the vampires and monsters.  Can he do it?  Can he save her?
    Many cool twists in this film.  I have *never* seen this type of
horror/gore/nice art ever put together in an anime.  The movie at times,
takes on the looks of a Skinny Puppy video.  The story is original, and
well thought out, with no holes.  Pretty much standard vampire horror
film rules apply, ya know, a steak trough the heart, no crosses, etc.
This is _not_ suitable for little kids, there is some big time gore (for
a cartoon) in this.  Never the less, it does NOT detract from the story,
or the art work.  Amazing backgrounds/stills are in this movie (you can
figure this out within the first 30 seconds of the film).  The dubbed
voices are well chosen, however, I think they could have chosen a
slightly deeper voice for "D", he sounds too nice at times.  Then again,
that might be the point that they are trying to get across.  The music is
excellent, and the sounds effects are clear, and crisp.
    When looked at next to other anime, like _Project A-ko_, _Tank
Police_, or _Robotech_, _Vampire Hunter D_ really stands out.  Its the
first anime, that I have seen that does not use large killer robots, or
some gigantic space ship with a huge gun.  Instead _Vampire Hunter D_,
goes *past* that into the *far far* future, and mixing a bit of high tech
with country life (Ie- mechanical horses, lazer rifles, normal homes
w/solar panels on the roofs), and really stands out.
    While I think you might have a hard time renting this film, if you
can get a copy somehow, do so.  If you are a fan of cartoons, Japanime,
horror films, or "mystical" D&D type stuff, you will enjoy this video as
much as I did.   I thought it was excellent.


  
[[category:Adventure]]

[Adventure] Valkyrie 17


                    VALKYRIE 17 (Ram Jam Corp.)

(You begin in the bar at the hotel) E, N, E, GET SHOES, W, U, E, GET
SHEETS, TIE SHEETS, W, W, W, N, GET BRICK, S, E, E, D, W, SMASH CASE
(with the brick), GET STETHOSCOPE, DROP BRICK, E, U, W, S, OPEN SAFE
(with the stethoscope), GET BOX, GET NECKLACE, DROP STETHOSCOPE, N, W,
W, OPEN WINDOW, OUT, S, IN, S, GET BOOK, READ BOOK (this allows you to
go skiing!), DROP BOOK, N, TIE ROPE, OUT, D, WEAR SHOES, E, E, GET
SKIS, E, E, N, N (remember those snowshoes!), S, S, GET POLES, N, N,
W, S, DROP SHOES, WEAR SKIS, D, S, W, S, IN, GET LAMB, GIVE BOX (the
butcher flees!), OUT, GET STRING, N, W, N, IN, PAWN NECKLACE (you
receive 200 Grotniks), GET MONEY, W, S, W, N, TIE STRING, IN, PULL
STRING (the lift goes up), E, E, E, N, N, PAY BILL, W, BUY GIRL A
DRINK, FOLLOW GIRL, KILL GIRL ('she' was Reichsmuller in disguise!),
HIDE BODY, W, W, GET BAG, OPEN BAG, DROP BAG, GET KEY, E, N, U, W, GET
MIRROR, W, UNLOCK DOOR, S, DROP KEY, GET VEST, WEAR VEST, S, GET FOAM,

N, N, E, E, D, S, S, S, S, E, D, DROP SKIS, DROP POLES, S, W, S, S,
SWIM (to the boat), D, GET AQUALUNG, U, SWIM, N, N, W, S, GET IN TAXI,
TO SCHLOSS DRAKENFELD (you arrive shortly), W, N, MOVE DUSTBINS (they
were covering a hole), D, WEAR AQUALUNG, N, N, N, N, E (some rats
pounce on your lamb), E, U, S, E, N, DROP AQUALUNG, EXAMINE PIPES, GET
GUN, S, U, PRESS BUTTON, 2, TOR OFFNEN, SPRAY CAMERA (using the
shaving foam - it is rendered useless), S, SHOOT GUARD, EXAMINE GUARD,
GET PASS, N, E, INSERT PASS (you are asked for a password),
DRAKENFELD, INSERT MIRROR (it reflects the laser beams), ROCK
PEDESTAL, GET DIAMOND, N, SHOOT MAN, W, S, D, D, SHOOT MAN, W, W, W, S
(the guards lead you outside - but who's carrying the diamond? -
hehehe!), DROP ALL, GET DIAMOND, GET IN SEDAN, TO THE AIRPORT, S, S,
S, S, IN, W, GET PARACHUTE, MOVE STRAW, GET PETROL, E, OPEN HANGAR,
FILL PLANE WITH PETROL, ENTER PLANE, START PLANE, TAKE OFF (done!),
FLY EAST, JUMP OUT (you land north of the cabin), S, W, N, N, W, GIVE
DIAMOND TO BARMAN (Way to go! You have solved Valkyrie 17 !!!)

Note: Carry as little as possible when the cab takes you onto the ice,
unless you want to go for a swim!

Jacob Gunness - December 1988.  
[[category:Adventure]]

[Adventure] Urban Upstart


               Urban upstart richard shepherd

Take dungarees/Wear dungarees/N/D/S/Open fridge/Take lager/N/N
Take key/E/Take scissors/W/S/Unlock door/Open door/Leave/S/S
Take umbrella/E/E/Examine dustbins/Take letter/Read letter/Take card/W
W/N/W/W/W/N/Take food/S/S/E/Take cheese/E/N/E/E/N/Enter/Take book
Leave/N/W/W/W/Give lager to fan/Take trap/E/E/E/N/N/N/N/Dial 77722
Leave/S/S/S/W/Insert card/1001/Take fiver/E/N/W/Enter/Drop key
Drop letter/Leave/W/S/W/W/W/W/W/U/Take red tape/D/E/E/E/E/E/N/E/E/E/E
Enter/Drop red tape/Take papers/Leave/W/W/W/W/Open umbrella/N/N/W
Take milk/N/Cross/Drink milk/Open door/Enter/Insert cheese in trap/D
Drop trap/S/Take box/N/U/Open box with scissors/Take boots/Drop box
Drop scissors/W/S/S/E/E/Take small key/Wear boots/W/S/W/W/W
Examine pipes/Take suit/W/N/Enter/Give papers to officer
Give fiver to officer/Enter/Wear suit/Read book
Insert small key in panel/Take off
 
  
[[category:Adventure]]

[Adventure] Upper Gumtree


UPPER GUMTREE
Written by Peter Cooke 1984 (Richard Shepherd Software)
Walk Through by Dorothy Millard (Spectrum Version)


(Start in a peaceful country lane), N, N, W (outside field by a large gate), GET HANDKERCHIEF, 
IN (field where you hear a snorting sound behind you), DROP HANDKERCHIEF, OUT, CLOSE 
GATE (the bull is now shut in the field), W, W (Elm Street), IN (crofter’s cottage), GET HELMET 
(leave the bucket), OUT, W (crossroads - note about this time PC Plod will ask you about a stolen 
helmet, when he does say NO... you are dragged into the tea shoppe by Mrs. Shuffle), OPEN 
DOOR, OUT (to High Street), PUT PLANK ACROSS HOLE, CROSS HOLE (outside Gumtree glue 
factory).

W (outside butchers), OPEN DOOR, IN, GET STEAK, OUT, E, S, S, S, S (crossroads), E, E, E, E, 
E, N (outside strange flat roofed building), GET CANDLE, GET MATCHES (note do not enter the 
building), N, W, W, N (main entrance to the manor house), IN (manor grounds where you hear 
some hungry dogs), DROP STEAK (the dogs grab it and run off), E (front door), KNOCK, KNOCK 
(the butler leads you into the entrance hall and asks you to wait), WAIT, WAIT, WAIT, WAIT (you 
now meet Major Burlington-Smythe), N, N, W (tatty old room), OPEN DOOR, OUT (back yard), E, 
GET GAS MASK, W, IN (tatty room), E, U (staircase to upstairs hall), LIGHT CANDLE, S (library), 
PULL BUST (now in a dark passage), S, S, S, S (quarry), W, U, W, N, N, E (end of lovers’ lane), 
GET WIRECUTTERS, W, S, S, W, W, W, W, W.

S, W (Gumtree station), W (platform), GET SANDWICH (British Rail), E, N, W (outside Fred Gun’s 
angling shop which is closed), THROW SANDWICH AT WINDOW (breaks), GET REPELLENT 
(shark), E, N, E, N, N, CROSS PLANK, E, WEAR HELMET (must be wearing this when you enter 
the golf course), S, S, E, N, N, N (by tall wire fence), CUT FENCE (using wirecutters), N, N (grassy 
space), CUT FENCE (now in a pool of sharks), DROP REPELLANT, SWIM (ledge), W, S, D, E 
(control room), WEAR MASK, E, E (east end of control room), PUSH BLUE BUTTON (the liquid 
stops bubbling and the machines grind to a halt... you have succeeded... now the world can sleep 
easy and life in sleepy Gumtree can carry on as normal.

CONGRATULATIONS

  
[[category:Adventure]]

[Adventure] Univited Mirrorsoft


                               THE UNINVITED
                               (Mirrorsoft)


LEAVE  CAR  -  OPEN MAILBOX - OPEN LETTER - GET AMULET - READ LETTER - OPEN
DOOR  -  ENTER  HOUSE  -  ENTER THE LIBRARY EAST - GET MAGIC BOOK - WEST -
NORTH - UP - ENTER THE FIRST DOOR ON THE RIGHT - TAKE HERE THE SPIDER CIDER
AND  THE  BOTTLE:NO  GHOSTS - LEAVE THE ROOM - ENTER THE SECOND DOOR ON THE
RIGHT - GET AXE - LEAVE ROOM - ENTER THE SECOND DOOR ON THE LEFT - OPEN THE
NIGHTSTAND  -  OPEN  SCROLL  - (SPECAN HEAFOD ABRAXAS,INSTANTUM ILLUMINARIS
ABRAXAS)  -  LEAVE  ROOM  -  DOWN - OPEN NO GHOSTS - OPEN FIRST DOOR ON THE
RIGHT  -  OPERATE NO GHOSTS ON WOMAN -  ENTER FIRST ROOM ON THE RIGHT - N -
WAIT FOR THE SPIDER - IF SHE'S GONE:OPERATE SPIDER CIDER ON RAILING - S - N
-  GET SPIDER - S - S - ENTER SECOND DOOR ON THE LEFT - GET FLOWERS - ENTER
LEFT  DOOR  (KITCHEN) -  ENTER LEFT DOOR - OPERATE LAMP - OPERATE SPIDER ON
GHOST  -  GET  DIARY OUT SAFE - LEAVE ROOM - ENTER RIGHT ROOM - GET MATCHES
AND BIG KITCHEN KNIFE - LEAVE ROOM - S - E - ENTER SECOND DOOR ON THE RIGHT
- OPERATE KNIFE ON CHAIR - GET KEY - LEAVE ROOM.

N - ENTER FIRST DOOR ON THE LEFT -  OPERATE KEY ON CABINET - OPEN CABINET -
SPEAK TO DOLL:SPECAN HEAFOD ABRAXAS - CLOSE CABINET - OPERATE RECORD PLAYER
-  LEAVE  ROOM  - S - UP - ENTER FIRST DOOR LEFT - OPERATE KEY ON CABINET -
OPEN  CABINET  -  OPEN  SCROLLS  -  READ SCROLLS - GET WOODEN BOX - S - S -
ENTER  SECOND  DOOR  RIGHT - TURN FIRE ON AND DROP WOODEN BOX IN THE FIRE -
GET PENTAGRAM - LEAVE ROOM - ENTER SECOND DOOR LEFT - ENTER DOOR AT THE TOP
RIGHT - OPEN DESK - SPEAK SELF:GOLD,SILVER AND MERCURY,TOGETHER THEY FORM A
KEY  -  LEAVE  ROOM  -   S - S - ENTER FIRST DOOR LEFT - N - DROP KNIFE AND
SPIDER  CIDER  AND  NO  GHOSTS - GET CAGE - N - ENTER THE MOST RIGHT DOOR -
SPEAK  DOG:INSTANTUM  ILLUMINARIS  ABRAXAS  -  OPEN DOOR - N - LOOK CROSS -
SPEAK  TO  MARBLE  BUST:SPECAN HEAFOD ABRAXAS - DROP CAGE - LIGHT CANDLES -
GET CANDLES -  ENTER SECRET PASSAGE - DROP LANTERN.

S - GET CAGE - ENTER PASSAGE (CHURCH GROUNDS} - N - N - W - W - N - N - W -
W  - N - N - N - N - E - E - E - E - OPERATE TALISMAN ON ZOMBIE - E - E - S
- S - OPERATE FLOWERS ON GRAVE - W - OPEN CAGE - GET KEY AND OPERATE ON THE
THREE OTHER CAGES - OPERATE CAGE ON THE BIRD - GET CAGE - S - S - OPEN CAGE
- DROP CAGE - GET DIAMOND - N - N - E - N - N - W - W - W - W - W - W - S -
S - S - S - E - E - S - S - E - E - S - S - S - S - S - NOW ENTER THE GREEN
HOUSE  IN THE MIDDLE FROM THE SCREEN - GIVE PLANT WICH IS ON THE LEFT TABLE
IN  THE FRONT - SPRINKLE THE PLANT - (IF YOU HAVE THE WRONG ONE,YOU MUST GO
TO  THE  BATHROOM FOR WATER) - GET PLANT - GO TO THE BATHROOM - PLACE PLANT
IN  BATH  -  GIVE WATER TO THE PLANT CA.10 TIMES - NOW GO BACK TO THE GREEN
HOUSE  AND  PLACE  THE  PLANT  ON THE FLOOR - LEAVE ROOM AND WAIT UNTIL THE
PLANT IS GROWING UP - THE PLANT MUST HAVE FRUIT ON IT NOW - GET PLANT.

LEAVE  GREEN  HOUSE - NOW GO TO THE LEFT DOOR -  OPERATE THE DIAMOND IN THE
NICE  AT  THE  TOP  OF THE DOOR - ENTER DOOR - GIVE PLANT TO CREATURE - N -
OPEN  SAFE  -  79  47 80  - GET JAR - OPERATE AXE ON JAR - GET COOKIE - NOW
LEAVE  THE  LABO AND GO TO THE TROPHY ROOM - FROM TROPHY ROOM S - S - ENTER
SECOND  DOOR LEFT - DROP COOKIE -  EXAMINE BOTTLE - GET KEY - S - ENTER THE
DOOR  IN  THE  NORTH - GO BACK TO THE LABORATORY - OPEN THE TRAPDOOR LEFT -
ENTER W LEFT - OPERATE PENTAGON ON CAVE - N - PUSH THE MAN IN THE PIT - N -
UP  -  OPERATE  KEY ON DOOR - ENTER DOOR - ENTER LEFT PASSAGE - S - N - N -
ENTER  RIGHT  PASSAGE  -  N  -   GET CROSS - S - S - S - GO TO THE BATHROOM
UPSTAIRS - OPEN THE HOT AND THE COOL KNOB FROM THE BATH - EXAMINE THE LIGHT
UNTIL YOU CAN OPEN IT -  OPEN LIGHT - ENTER LIGHT - HIT BOY - OPERATE CROSS
ON DEMON - ENTER WINDOW....TURN YOUR PRINTER ON!!!
  
[[category:Adventure]]

[Adventure] Univited Guidebook




Uninvited Part 1
----------------
By Kiran S. Kedlaya

     Welcome to the walkthrough for Uninvited. If you are reading this, 
chances are you have Uninvited. So let's get down to business. 

     LOOKOUT! Hmm... wonder what that black shape was. Anyway, your car's a 
wreck, your brother's gone, and I think I smell gas. What a way to start 
the day. Speaking of gas, I'd get out of the car. 

     Boom! Oh well, you can't win 'em all. Your brother is probably inside 
that creepy mansion. But don't go in yet. Open the mailbox and read the 
mail. You don't need the letter (just keep track somehow of what it said), 
but hang on to the amulet. Now open the door, and go through. 

     This place is not exactly a comfy environment, but no time to worry 
about that now. You must be exhausted; why don't you have a seat. (Try 
everything you can sit on.) Ouch! Something sharp must be in that chair. 
But since we can't open it yet, you'll have to leave it alone. Now that you 
have a choice of two exits, take the door on the right. 

     This small room isn't too important, but that book is. Take down the 
definitions inside (if you're curious, those words are Latin), and leave. 
Now that you're back here in this entrance hall, take the door on top (from 
now on, exits will be referred to by their position in the Exits window). 

     Though it doesn't look it at first, this would be a good place to save 
your position. Why? You'll see in a minute. Open any of the doors except 
the one on the top right (that's the one you just came through). Voila! A 
Scarlett O'Hara lookalike. But definitely not a Scarlett O'Hara actalike, 
as you'll notice very shortly. Now do anything. Whoops! That Scarlett's a 
killer. We'll deal with her shortly, but for now open that saved game (you 
DID save your game before this, didn't you?) and go upstairs. 

     Welcome to what is known as a six-way junction. There's quite a bit to 
explore up here, so let's go one door at a time, starting at the lower 
right door. Open it up and go through. 

     Well, well, well, a storage closet. Who'd store anything in this 
place, anyway? In any case, most of this stuff is pretty useless, but 
examine the things to find out what you need. 

     What's this, a bottle of No-Ghost? Well, we DO have a ghost to kill 
downstairs, but for now, just open it up and hang on to it. Also keep the 
Spider Cider handy. Now you can leave the same way you came in, and use the 
next door, on the middle right. 

     That axe may be very useful, if you're a psychotic, or you want to 
finish the game, so drag it into the inventory. Don't go up the stairs, but 
if you must, save your game here and climb up those stairs. Open the cell 
door and go inside. Uh-oh... Time to open that saved game, and leave the 
way you came. Now we go through the door on the top right. But since the 
radio doesn't work, there's no time to sleep, and the star in the dresser 
will soon be superseded by a better model, we might as well leave. 

     Next, the top left door. Well, here's a book for us to read! Let's 
read it... Not much interesting there, but what about this nightstand? 
Examine it. "The solid-looking nightstand makes a hollow ring when you 
knock on it." I wonder why... Maybe it is hollow! Try opening it. That 
cigar-type object is really a scroll. Open that too and examine it. Those 
six words should sound familiar. They're in that book we read some turns 
back! If you wrote down the definitions (and I hope you did), you will be 
able to translate those words as "Talking head" and a magic word, and 
"Instant light" and a magic word. Those are spells that can be cast on 
objects. But you just need to know the words, so leave the scroll where it 
is and use the door in the top right corner. 

     Hmm, no toilet in this bathroom. Maybe it was used for something 
else... But anyway, examine the various objects in here, specifically that 
funny-looking light on the ceiling. Looks grippable, the game says. Maybe 
we can open it... but we can't reach it right now, so just go back out into 
the upstairs hallway. Now we'll go through the final unused door on the 
bottom left. Look, another book! (Hey, that rhymes!) Open it up and take 
down what's inside. "My servant sealed his star inside my hingeless box." 
Hmm.. where's the box? "I've hidden the key, a chair knows where." And if 
you interpreted that correctly, you should know where, too. But at this 
point, open that cabinet. Or rather, try. It seems to be locked, but we 
know where the key is, so go out and head back downstairs. Now in the hall, 
go back to the entrance hall (the door on the top right, remember?). We can 
now open the chair, but not by Opening it. We have to hack it up. Operate 
the axe on the chair, and presto! a key. Drag that into the inventory. But 
wait, there's a head here. Maybe it talks. Try saying that talking head 
spell (Specan Heafod Abraxas) to the head. "Find your brother!" Wow, quite 
useful, but don't despair. That's not the only talking head around here. At 
this point go to the hall and open one of the doors. 

     There's Scarlett again. But this time we're ready to kill that ghost 
once and for all. Operate the open bottle of No-Ghost on her. That worked 
quite well, and you can drop the No-Ghost, since it's empty. Remember the 
locked cabinet upstairs? We now have a key! So head on upstairs back into 
the master bedroom. Now that we're here, unlock the cabinet and pop it 
open. Well, what's this? Two scrolls, a bottle and a box! First open the 
scrolls, read them and keep track of what's on 'em. 

     Try examining that bottle. The liquid inside seems to be in one piece. 
Ever see any liquids that act like that? I'll give you a hint. It's in 
thermometers... right, it's mercury! And the bottle has a gold cap. 
Recalling one of the scrolls, "Gold, silver, and mercury. Together they 
form a key." But wait, first of all you have no silver, and second of all 
if you did, there would be no way to put them all together. The "key" 
mentioned is not what you think. Let's take a look at the box. Seems to be 
airtight. Maybe we can open it... then again, maybe not. Notice there are 
no hinges on this box, so it's a "hingeless box". Sound familiar? But we 
can't open it... yet, so just drag it into the inventory. 

     By now you'll have noticed a couple of things which haven't been 
addressed here, so I'll address them. The first is that skull which pops 
out of nowhere. The game gives you a certain number of turns in which to 
finish. If you don't finish by then, you're finished for sure. The skull 
just is a reminder of how long you have left. 

     Also, you most likely have seen a little creature run across the 
screen waving a key. Unfortunately, you can't do anything while he's there, 
so anything you do to him must be set up beforehand. And yes, that key is 
useful, but not now. Now it's time to head for the hall. We can go several 
directions here, so you might want to explore the various exits. But 
there's no time to lose, your brother's in danger! 

     As we return to the scene, we find ourselves in the hall. We have 
several ways to proceed, so let's go through the door on the bottom right 
(remember, exits will be referred to by their position in the Exits 
window), taking care to open it first. 

     Hmm... this parlor seems to be totally insignificant. But there is a 
closed door at the top left, so let's proceed. 

     Welcome to a veranda. That spider seems to have some importance. But 
how do we get at him? Remember the bottle in the storage closet? You know, 
the one marked Spider Cider? The "arachnid anesthetizer" could come in very 
handy. Unfortunately for us, he only appears when we come out here, and is 
gone before we can do anything. But how could we set things up so that he'd 
get a dose of Spider Cider while crossing? Perhaps if he stepped in a 
puddle of it, he'd be knocked out. This puddle can be created by spraying 
the Spider Cider on the veranda. Now go back in and come out. Voila! 
Paralyzed spider! We can now pick it up and carry it with us, which you 
should do now before going back to the hall. 

     Back at the hall, it's time to take the upper left door. Food! 
Obviously this place isn't as deserted as you thought. You can grab a bite 
from the bowl if you want, but there's no need. Just grab the flowers, open 
the double doors at the top and proceed through. 

     This place is getting more inhabited by the minute. This study seems 
to have been used a lot, judging from the description of the desk. Open it 
and have a peek. 

     Well, well, well, index cards! These will not be important themselves, 
but make sure you note the information on them. 

     Anyhow, visiting time is over, so go through the door on the top 
right. Whoops! It's locked, but we have a skeleton key, so use it. Oh dear, 
that doesn't seem to work either. But don't worry about it much. Just go 
back the other way to the dining room. This time, take the double doors on 
the top left. 

     Presenting... the kitchen! You're right, it isn't worth a fancy 
leadup. Just take the door on the right. 

     This pantry is reasonably stocked, considering this is a haunted 
mansion. However, since the oven doesn't work (try it yourself), there's 
really nothing important here except the matchbox. At this point, depart 
and take the door on the left from the kitchen. 

     This room seems to belong to someone... but who? You'll see, but for 
now, just look around. Specifically at the light. If you've poked around a 
bit you'll remember that all the lamps around here seem to fail due to lack 
of electricity. But this one doesn't require electricity, so flick it on. 

     Presto! A secret compartment! Also a mean ghost guarding it. To deal 
with him, you'll have to use some object you've picked up already. Just 
keep Operating things on him until... Bam! The spider really touched him 
off, didn't it? Now that we have access to the compartment, open the book 
and read it. Remember its contents: they're important. At this point 
dispose of the spider. "I've hidden the star in Master's special box. It 
never opens, it has no locks. Dracan's star never discerns. In fire it 
freezes, in ice it burns." Poetry aside, this should turn the gears in your 
mind. Master's special box, that never opens? The hingeless box! But wait! 
There's more. If it freezes in fire, and burns in ice, that gives us a way 
to destroy the box without ruining its contents.
     But enough chatter, let's return to the dining room. Now take the door 
on the right back to the hall. Don't worry about the door on the bottom: 
we'll get there anyway. Take the top right door back to the entrance hall. 
We can now use fire to access the contents of the box. Open the matchbook 
and strike a match (operate a match on the matchbook; you can select the 
matchbook by clicking anywhere in the window for the open matchbook). Now 
light the fireplace with this match, before it goes out. Vroom! That 
kindling sure could use the warmth.

      Now for the piece d'resistance. Pop the box in the fire. We now have 
a pentagram. This will be INCREDIBLY useful in time, but for now, just hang 
on to it. Now, go back to the hall and take the final door on the bottom 
left. This seems to be a rec room. Kinda out of place, don't you think? But 
there's no time for nitpicking right now. Try operating the victrola. Oh 
well, one victrola in for repairs... There is the locked cabinet, though. 
Luckily you have a key. Open the cabinet with the key and look inside. That 
doll sure looks interesting, and may have some value to boot.

     Now for the exits. The door on the right leads to the dining room 
(that's the one we didn't take), so go through the door on top. How 
impressive! Skins and heads galore. But this room is "don't touch", so 
hands off the animals. That cage is useful, though. If you carry it around, 
you can put things in and increase the capacity of your inventory! So drag 
it in right away. At this point, take the door on top. Follow the yellow 
brick road... never mind. This junction seems interesting, follow the 
middle brick road.

     Welcome to a greenhouse. Why not go inside? Lots of dead plants 
inhabit this greenhouse. If you examine them carefully, though, one is not 
dead yet. The watering can here only has water for one plant, so water the 
undead plant. At first you shouldn't see any response, but a watched pot 
never boils. Come back later for an update.

     Now go back out to the junction and down the right path. This would be 
a good time to save your game, as you are in immediate danger. Those dogs 
are vicious. You have no means of killing them, but maybe you could scare 
them. Try a little sorcery. Remember the scroll with the Latin words on 
them? One of them translated to "Instant light" and a magic word. Maybe a 
little "instant light" would turn these vicious beasts. Say "Instantum 
Illuminaris Abraxas" to one of the dogs. Now we can go inside. (The bit 
about watching your step is just a red herring.) But step on it, there's no 
time to lose! 

     We find ourselves at Chapel Entrance, freezing in the bitter wind. The 
chapel is obviously a haven from the breeze, so stroll inside. Time to make 
a study of the objects here. Notice the head on the stand. Remember back at 
Entrance Hall, the other head? The one we cast a spell on? If you don't, in 
one of the scrolls were printed six words from the book, in two lines. One 
of these translated to "Instant light", which you've already invoked if 
you've gotten this far. The other one translated to "Talking head". Maybe 
this head talks... Say "Specan Heafod Abraxas" to the head. Zam! The door 
opened. But don't leave yet, there's still work to do. Notice the cross. 
That seems like a handy doodad to have around. Pick it up. 
     
     Well, we have a secret trapdoor here. But don't go there either. 
Examine the candelabra. Maybe we could pick it up... Drag it in (if it 
doesn't fit, open the cage and put things in there). Now save your 
position. Don't ask any questions, just do it. You're at a life-threatening 
position, though it doesn't seem like it.
     Now we can exit two ways. Let's go through the trapdoor. Hmm... what's 
this about a spider? Try again. The game seems intent on keeping you up 
here. Keep trying, and eventually you'll get through. Whoops! There IS a 
spider here! And a very big one at that! Open the saved game and try again. 
This time, though, take the door on the left. Oh oh, this poltergeist won't 
even give you a ghost of a chance. Open the saved game again. Anything we 
do to it must be set up beforehand. Ghosts can be easily frightened, 
strangely. And any creep usually can be warded off by a religious symbol of 
some sort. Look at the candelabra. Notice that it's not lit. Maybe we'd 
have better luck it it were lit. Strike a match (remember, operate it on 
the matchbox) and light the candelabra. Now proceed back through the door. 
That candelabra sure frightened the ghost! 
     
     Anyhow, up ahead is a garden maze, but a very gloomy one. Time to whip 
out the graph paper and head onward into the maze. We now are in a gloomy 
garden maze. Luckily, your sense of direction has actually sharpened, not 
faded. You always will be facing the same direction in the maze. Map any 
way you like. Just wander around, mapping passages and avoiding hazards, 
until something interesting happens. If you happen upon a bunch of zombies, 
run the way you came. There is no way to deal with them. There is one band 
that never moves, but if you do find a bunch, come back again to see if 
they've left. If you find one zombie, you can deal with him (it?) very 
simply. A zombie is, of course, undead. That should ring a bell... Remember 
the letter we read at the very beginning of the game? "The undead fear 
symbology." Remember what came with it? The amulet, of course! Operate it 
on him (it?) for best results. If you find a tombstone or coffin, make a 
note of where it was, but don't worry about it right now. If you've been 
everywhere there is to be, and seen everything there is to see, you'll 
remember there are a few tombstones about. You do have a bunch of flowers, 
but only one. Which tombstone is different from all the rest? The unmarked 
one. Operate the flowers on it. A hidden passage! What luck! Go through it 
right away. 

     Three cages here to distract us. Which one to open? Don't worry, 
there's only one lock. Unlock it with the key. Here would be a good point 
to save your game. One wrong move and you're cat food, snake food and bird 
food simultaneously. The animal we're interested in is the bird, so operate 
the cage on it. What a hungry snake! 

     Now that that's over, take the exit at the bottom (the exit at the 
left leads back to the bunch of zombies). Keep going until you find 
something interesting. Did you see what was under the bouncing creature? If 
you didn't, recall one of the scrolls you found in the Master Bedroom. "The 
heart of the maze contains the Blothney gem." 

     Welcome to the heart of the maze. But we still have a bouncing 
creature to take care of. It looks friendly. Maybe it's hungry. It also 
looks fat enough to be a carnivore. Maybe we can give him a bird to munch 
on... Open the cage to get at the bird. Oh well, it got away. But look! the 
bouncing creature is chasing it. Now we can get at that gem and get out of 
here, which you should do. 

     Now go back to the junction we left earlier and re-enter the 
greenhouse. Look! That plant we watered earlier has born some fruit. Grab 
the plant and go back to the junction. Heading up the left path, we find 
ourselves at Magisterium. That should sound familiar. Remember the book? 
Magisterium translates to "mystery". Now recall the second half of one of 
the scrolls in Master Bedroom. "There are places you cannot go, 'til you 
unlock the 'mystery'." There is a gem-shaped hole in the doorway. Putting 
together the parts of the message, we should be able to unlock the door 
with the Blothney gem. 

     Try it. 

     Open sesame! We can now go inside, which we should do. That demon 
seems more vicious than he is. Maybe he's hungry. But he doesn't seem like 
he'll want any "normal" food. Try feeding him some home-grown food, from 
the greenhouse. There he goes! We are now very near the conclusion of our 
hunt. But as the tension grows, so does the danger, so watch your step (I 
mean it this time!).

     If you've made it this far, you're really close to the end. But as they 
say, it ain't over 'til it's over, so let's go to work. 

     We find ourselves in the Magisterium, at a three-way junction. Let's 
take the door on the right (remember, doorways are referred to by their 
position in the Exits window). 

     This room seems to be some sort of observatory. What varied interests 
the undead have! Nothing here seems to be of interest except the book, so 
take a look. Darnit, that book is in some indecipherable scrawl. Time to 
leave and take the door on the left. 

     Whoops! That door is locked, and you don't have the key. Don't worry, 
you can't get past that door, so go through the top door and take a look. 
Somebody must be doing something important in here (or at least important-
looking). There is a safe here for the opening. But what's the combination? 
Time to invoke one of the messages we read a long time back. The one that 
was in the Master Bedroom... "Gold, silver, and mercury. Together they form 
a key." These three words have appeared elsewhere. I wonder where... yank 
out the list of the information on the cards in the study. The ones that 
had some of the elements on them. Find the numbers of gold, silver, and 
mercury, and string them together with dashes. This is the combination to 
the safe. 

     What's this, a cookie jar inside! Open it. Well, then we'll have to 
open it the hard way. Remember how we "opened" the chair back in the 
entrance hall? Attack the cookie jar with the axe. Voila! One cookie. 
Though you might be tempted, don't eat it. Hang on to it. 

     Remember anybody who seems to have had a sugar rush lately? Been 
acting awfully hyper? The little gremlin you remember taunting you with a 
key can now be faced. But to face him, you'll have to go in the house. Go 
back to the trophy room (or anyplace inside). Now just drop the cookie and 
do something until the demon runs by again. 

     That cookie really WAS tempting! The key he's left you will be very 
handy, so grab it and race back to the room we came back from. The trapdoor 
is a good place to go right now. Open it and descend downwards. It's now 
time to save your game, because you could be in deep trouble if you screw 
up now. 

     Go through the top passage. Yow! This is the same spider you spotted 
from coming through the altar trapdoor. Yes, they are connected. But this 
time, you have time to escape, so come back. Now take the middle passage. 

     Who was that bearded man, anyway? It's time to melt the ice. A fire 
will not do right now, so it's time to invoke some more poetry. Recall the 
rhymes from the servant's diary? "Dracan's star never discerns. In fire it 
freezes, in ice it burns." We found Dracan's star in the hingeless box: the 
pentagram. Since it burns in ice, we can use it to melt this cave. But save 
your position first. Now operate the star on the ice cave. 

     Something's happening, and you'll have to hurry to stop it. Follow the 
body through the top passage into the next cave. 

     Here's the body, and you must get rid of it--as far away as possible. 
Examine the hole in the center of the room. A bottomless pit... that's 
pretty far. Throw the body down it. Now go through the passage near the 
pit, but don't go down the pit, unless you're a masochist. 

     Here we have a wooden door. Open it and... oops, it's locked. Try the 
skeleton key. No luck? Maybe the key we got from the demon will do it... 
Voila! Now open it. Not another creaking door! Go through, and... 

     Omigosh! That's your brother, and his pained screams seem to be coming 
from above. We'll have to go above--upstairs, that is. Go back to the hall 
and take the stairs. 

     You're getting closer, but not yet. We have to go up further. Recall 
the odd light fixture, that looked grippable? Head through the top left 
door and into the bathroom. 

     Somebody wants you here, or something. You're almost there. Now try to 
open the light fixture. 

     Save your game here, because the next step involves some risk. You 
have no way of reaching that light fixture on solid ground. Maybe the 
ground you must be on is liquid... 

     Turn on the water in the tub. No, you can't take a bath, but the water 
is going to gush. Out of the tub, even. This overflow could raise you a 
bit. Try to open the fixture again. 

     Next time, maybe. Keep trying until it finally opens. Now there's no 
time to lose. If you hesitate you'll be all wet. Go through the fixture. 

     A secret room! And your brother!! Examine him. He's delirious. And 
there's a potential escape route in the window. There are three ways to 
proceed here, the easiest of which is to dawdle. But there are faster ways. 

     If you want to take care of your brother first, you'll realize he is 
slightly dizzy, delirious, etc. Time to smack some sense into him. Hit him 
(but NOT with the axe--that has a bit too much effect.) 

     If you'd rather open up an escape route first, open the window. But 
not by opening it, that won't work. You'll have to open it the old-
fashioned way, the way we opened the chair and the cookie jar; hack it up 
with the axe. Either way, a sceptre will come out of your brother, who will 
escape out the window. He's safe: it's now your turn to escape. Save your 
game; one wrong move and you're dead... er, undead. 

     Remember the infamous line in the letter? "The undead fear symbology." 
And usually religious symbology, to boot. What religious symbology do you 
have for him? 

     The cross! Show it to him.

     Whoa! That really did him in. Just go through the window and smell the 
fresh air. 

     You did it! Now wasn't that fun? Don't forget to print out a 
certificate of accomplishment. 

     I hope you enjoyed Uninvited as much as I did. And I hope the walkthru 
was useful. If you have any comments/gripes/praise/etc., just leave me E-
Mail at GEMail address K.KEDLAYA. 

Uninvited is copyright 1986 by Mindscape, Inc.
This walkthru has not been copyrighted yet by Kiran S. Kedlaya, but this
walkthru may be distributed freely, provided that it is distributed in its
entirety, including this notice.

some of the elements on them. Find the numbers of gold, silver, and 
mercury, and string them together with dashes. This is the combination to 
the safe. 

     What's this, a cookie jar inside! Open it. Well, then we'll have to 
open it the hard way. Remember how we "opened" the chair back in the 
entrance hall? Attack the cookie jar   
[[category:Adventure]]

[Adventure] Uninvited


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=              MINDSCAPE FAMOUS GAMES SOLUTIONS : UNINVITED		    =
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   What a night to be out driving! How it happened doesn't matter; but,
boy, are you in a mess. The last thing you remember is that something
jumped out in front of you while you and your little brother were out
for an evening drive -- you swerved the car smack into a tree. The smell
of a ruptured gas tank signals your instinct to survive. You OPEN the
car door and go out with your first move. As soon as you click your
mouse to get out of the car you hear an explosion -- better get moving.
With the car gone, you have no choice but to go inside that
haunted-looking house that looks like it came straight out of a comic
book.

   Before you go inside the House, it would only be fitting to find out
where you are. A good place to check would be the mailbox. OPEN the
mailbox. Guess what? It looks like you're in luck because there's a
letter inside. EXAMINE the envelope. Oh, no! You're at the Crowley House
on 666 (sign of the Devil) Blackwell Road, Loch Ness, Scotland. Loch
Ness: doesn't that mean monsters? If only you could turn around -- well
it's too late. If you're in this much trouble, you might as well snoop
around some more. OPEN the envelope. EXAMINE the letter. The letter
contains a clue that the amulet might be good against the undead. DRAG
the amulet into your inventory. It might come in handy.
 
   Now OPEN the front door and go through it. What a creepy house. The
door has slammed shut behind you and it doesn't want to open up. What
kind of trouble are you in now? EXAMINE the various pictures and the
furniture. After your ordeal, why don't you sit down (OPERATE) and rest
your feet on either of the chairs. Ouch! One of the chairs hurt you!
(Remember this: You'll want revenge later.) OPEN both doors. First, go
inside the room to your east (all orientation in this game is northern).

   You're in the Library. Notice the book on the table. EXAMINE the book.
OPEN the book then EXAMINE the book again. There are some definitions
that you would be well advised to write down in your notebook. Go out of
the Library back into the Entrance Hall. Now go out the door to the
northwest to the Hall. There are five exits, including the one you just
passed through. Your best bet is to go upstairs first. Maybe that's
where you'll find your little brother.
   
   The Upstairs Hallway has six exits, including the stairway you just
came up. OPEN all the doors. Now to check out all of the rooms. First,
go through the lower right door into the Storage Closet. EXAMINE all the
items. Pretty mundane stuff, huh? Bet you've never seen a product at the
supermarket called "No Ghost." DRAG the bottle into your inventory.
"Spider Cider" looks interesting, too: DRAG that along into your
inventory, also. By this time, you'll get the first signal that
something is really wrong in this haunted house -- the evil is starting
to get to you in very tangible ways. Go back into the Upstairs Hallway.
Now go into the middle right door. Another stairwell! What's this? A
weapon! DRAG the axe into your inventory.

   If you venture upstairs to the Tower, well all I can say is don't open
the Prison and don't go inside no matter how tempting it looks. It might
be the last thing you ever do! Go back to the Upstairs Hallway. Go
through the door on the lower left side into the Master Bedroom. On the
nightstand is a candle and a book. OPEN the book. DRAG the candle to
your inventory. EXAMINE the book. Well now you know the name of the bad
guy -- Dracon, huh? "A key is hidden someplace beyond his stare, a chair
knows where."

   Go out of the room back into the Upstairs Hallway. Go down the stairs
(south exit). Go through the open door (upper right) back into the
Entrance Hall. Remember the chair that hurt you before? Now is the time
for revenge! OPERATE the axe on the chair. In the rip is a golden
skeleton key. DRAG the key into your inventory. Take the axe and leave
it in the Entrance Hall -- it's too large to carry for now. Now go
straight back upstairs.
 
   From the Upstairs Hallway go into the first room on the left. OPERATE
the key on the large chest behind the bed. Now that the chest is
unlocked, OPEN the chest. Take everything from the chest and put it in
your inventory. OPEN and EXAMINE both scrolls. They contain clues that
will be very important to finishing the game. OPEN the door in the upper
left corner. Though everything in the room looks interesting, there is
really nothing inside here that is worthwhile. Go back into the Master
Bedroom. EXAMINE the pictures on the wall. They contain some clues to
the Master's relationships with others.
 
   Go back into the Upstairs Hallway. Go through the door in the upper
left corner into the Bedroom. EXAMINE, then OPEN and, once again,
EXAMINE the book on the nightstand. Reading the egomaniacal rantings of
Dracon gives you quite a clue into just what you are up against. OPEN
the nightstand. Aha, another scroll! OPEN and EXAMINE the scroll. The
scroll contains some important magic spells that use words you should be
familiar with from the book in the library. Write these spells down on
your notepad; you will be needing them soon.

   OPEN the door in the upper right corner and go into the Bathroom. OPEN
the hamper. A blood stained towel -- yech! Could the blood belong to
someone near and dear, like your little brother? You had better find out
soon. Go out of the Bathroom through the Bedroom, back into the Upstairs
Hallway. There is one last room you haven't explored. Go into the room
in the upper right corner. OPEN the black dresser and DRAG the star into
your inventory. Go out of the Bedroom, through the Upstairs Hallway, and
back downstairs to the Hall.
 
   Remember that bottle of "No Ghost"? You had better OPEN it just in case
you need it in a hurry. Now OPEN the lower right door. What's this? Out
of nowhere a woman dressed like Scarlet O'Hara has appeared in the Hall!
Anyone dressed in clothes from a century ago must be a ghost. OPERATE
the bottle of "No Ghost" on Scarlet and see what happens. Well, that
takes care of that as another ghost bites the dust.

   OPEN all the doors in the Hall. First, go through the lower right door
that you first opened before "Scarlet O'Ghost" pranced in. That takes
you into the Parlor. OPEN the outside door and go to the Veranda.
There's a quick spider going by too fast for you to stop him. OPERATE
the "Spider Cider" on the railing. Go back in the Parlor. On second
thought, go back outside on the Veranda to see if the spider might come
around again. Here it comes, slowing down in its tracks due to the
numbing effects of the "Spider Cider." Pretty good stuff! DRAG the
spider into your inventory. You never know when a spider might come in
handy for stirring up a brew or something. Go back through the Parlor
into the Hall again.
 
   Remove the "Spider Cider" and the "No Ghost" from your inventory and
leave them in the Hall. Go through the lower left door into the Rec
Room. OPERATE the gramophone. Pretty neat, huh? Too bad you broke it. It
must be quite a valuable antique on today's market. But, then again, a
lot of the creepy things you see in this house might fetch a high price
at a graveyard auction.

   EXAMINE the cabinet at the back of the room. OPERATE the key on the
cabinet. OPEN the unlocked cabinet and SPEAK to the doll. Say "SPECAN
HEAFOD ABRAXAS" (like the scroll in Dracon's room said). The doll tells
you to speak to her brother. OPEN both remaining doors in the Rec Room.
Go through the right side door into the Dining Room.
 
   DRAG the flowers from the table into your inventory. EXAMINE all the
pictures in the room. Be aware that some strange things will float out
of the pictures as if they have a life of their own. OPEN all the doors
in the Dining Room. Go through the upper left door to the Kitchen first.
 
   OPEN both the left and right doors. Go through the room on your left to
the Bedroom. OPERATE the lamp. Something strange happens. (Actually, in
this game, everything is strange! So maybe what's strange for the real
world is normal here at 666 Blackwell Road.) Too bad that "No Ghost" was
used up. Neither the amulet nor the star has any effect on the ghost.
Maybe the ghost is frightened by small living animals the same way the
mouse is legend for scaring elephants?

   OPERATE the spider on the ghost and it vanishes! EXAMINE, OPEN, then,
again, EXAMINE the diary that was hidden in the wall behind the picture.
It contains a clue for whatever is inside the box that was locked in the
large chest upstairs in the Master Bedroom.
 
   Fire and ice -- where to find either would be helpful right this
moment. Go out of the Bedroom through the Kitchen to the Pantry (the
room off the Kitchen's right). DRAG the box of matches from the second
shelf from the top. OPEN the matchbox. OPERATE one of the matches on the
matchbox itself. OPERATE the newly lit match on the candle you took
earlier from the Master Bedroom. Great! Now that should shed some light
on the situation. Everything in the Kitchen, the Pantry, and the
downstairs Bedroom is interesting but will not help you to complete the
game. In fact the more mouse clicks that you waste in these rooms, the
more time you lose. And those mouse clicks become valuable with time.

   Go out of the Pantry through the Kitchen back into the Dining Room. Go
through the door in the top center of the Exits Box to the Study.
EXAMINE the locked door. Besides being locked, there is something
strange about that passageway. Hmm! Maybe the key that the creature has,
huh? You'll have to be patient with that one. You aren't fast enough to
make a difference in his life.
 
   OPEN the desk. Inside the desk are some files about different elements.
DRAG the file on Gold, Silver, and Mercury into your inventory. Those
elements were all mentioned as being able to make a key when put
together. You will have to EXAMINE most or all the files to find all
three cards.
 
   Go out the open door to the Dining Room. Go through the Hall back into
the Entrance Hall. OPERATE the LIT CANDLE (that you have been carrying
in your inventory) on the FIREPLACE. Besides taking a chill out of the
air, you now have a big fire. OPERATE the sealed box that you took from
the cabinet upstairs on the burning fire. The box will dissolve, leaving
a pentagram. DRAG the pentagram to your inventory. Without it you cannot
finish the game.
 
   Go back through the Hall and the Rec Room to the Trophy Room. DRAG the
cage into your inventory. While there are several items that look
helpful or interesting, they are red herrings.
 
   AT THIS POINT I WOULD RECOMMEND YOU SAVE YOUR GAME because when you
OPEN the door in the upper right corner, you never know what kind of
hell is going to break loose!


 OPEN the door in the upper right corner, and go outside to the
Backyard. In the Backyard are three paths to three different buildings.
Obviously, you will have to visit each building. Your brother just might
be inside one of them waiting to be saved! First, go to the Building in
the center. OPEN the door at the entrance and go inside the Greenhouse.
EXAMINE ALL of the plant pots in the room. One of them is different from
the others. OPERATE the watering can on the DIRT-FILLED RED-CLAY POT.
DRAG the RED-CLAY POT into your inventory. There isn't much else of
interest in this building. Go out of the Greenhouse, and return to the
Backyard.

   Go to the Domed Building. No matter how you try to OPEN the door at the
Magisterium, you fail. EXAMINE the niche over the Magisterium door.
Something that should be there, isn't. Pay attention -- be on the
lookout for an object shaped like the emblem on Superman's chest to fill
that niche. Maybe a jewel? Maybe the same jewel mentioned on the scroll?
 Since there is nothing that will be accomplished by just standing
around a building that you can't get inside, you might as well try the
last building. Go back to the Backyard. From the Backyard, go to the
building on the right.

   At the Chapel entrance are two very rabid-looking dogs. They don't look
very nice. In fact, if you aren't careful, they might bite your head
off! SPEAK to one of the dogs and be very careful about your spelling.
Say "INSTANTUM ILLUMINARIS ABRAXAS." After the thunder and lightning
stop, the dogs will go away.
 
   Thank God! In fact, you might just get a chance to do so once you're
inside the Chapel! OPEN the Chapel door and go inside. There is a bust
inside the Chapel. SPEAK to the bust. Say "SPECAN HEAFOD ABRAXAS." This
must be the brother to the doll in the rec room cabinet. The statue head
will open the door in the upper left corner for you.

   OPERATE the lit candle on the large standing candleholder in the
Chapel. You will need the candleholder to get through the next stage of
the game, so try to DRAG it into your inventory. If it doesn't fit (and,
if you've been following this walkthru to the letter, it shouldn't),
REMOVE the potted plant. You should note that it has begun to sprout.
Isn't nature wonderful? Now DRAG the candleholder to your inventory.
   
   Go out through the open upper left door to the Church Grounds. A ghost
will come by. If you have the candleholder he will leave you alone. If
you don't -- well don't say you weren't warned! Ever get the feeling
you're being watched?

   NOW IS AN EXCELLENT PLACE TO DO A GAME SAVE!

   Go to the building in the center of the Church Grounds. Oh, no! A maze!
Now is the time to make a map. Go through the maze with the following
directions. All of them have a northward facing orientation.
 
   North, west twice, and north twice. At this point you'll find the grave
of Doug Dinsdale.
 
   East twice, north four times, and east four times.
 
   If you see a lone Zombie (and of course you will), OPERATE the gawdy
chain necklace that you originally found in the mailbox at the beginning
of the game ON THE LONE ZOMBIE. If you run into a group of
zombies...well, nothing works against them, so run away.
 
   Continue east twice and south twice. Here you will find a CROSS marking
a grave.
 
   OPERATE the bouquet of flowers on the CROSS as a sign of your respect
for the dead (which you hope you aren't among soon). The cross will
move, revealing another Secret Passage. Go through the Secret Passage
(west). You are in a room with three cages. OPERATE the KEY that you are
(hopefully) carrying in your inventory on the LOCK to the cages. OPERATE
the CAGE on the EAGLE to capture the bird. The snake will eat the cat
and slither away.

   Go south twice. You will meet a strange, ugly bouncing creature. Notice
as he bounces that there's an object just underneath him. OPEN the cage
and release the bird. The bird will fly away and the creature will
follow it. DRAG the gem into your inventory. It looks like it will fit
the niche in the Magisterium door!
   
   Go north twice, east, north twice, west four times, south twice, west
twice, south twice and east twice. Here you should find Doug Dinsdale
again.

   South twice, east twice and south twice. You should now be back outside
on the Church Grounds.
 
   It would be a good idea to save your game here. You wouldn't want to go
through that maze again. Would you?

   Yipes! It seems you are still being watched by that flying eyeball --
the proverbial eye in the sky! Go south into the relative safety of the
Chapel.
 
   Notice how the plant has thrived while you were away in the maze? Hey!
How long were in that maze anyway? Return the candleholder to the
Chapel. DRAG the potted plant to your inventory. DRAG the CROSS from
above the altar into your inventory. The altar will move, revealing a
new entrance. You will be warned about a giant spider. This time it pays
to heed the warning. DO NOT GO DOWN INTO THE SPIDER PIT! Exit the Chapel
and go back to the Backyard.
   
   From the Backyard, go to the Domed Building on the left. OPERATE the
gem on the niche above the door. The door will now open. Go through the
door to enter the Magisterium. As you enter the room, you will see,
floating in the center of the room, a creature that wiggles its tongue
and rolls its eyes. It doesn't look friendly; what does in this house?
DRAG the potted plant to the floor. The Creature will dive for it and
take one of its fruits. Then he will leave you for a while -- better
move quickly!

   The door on the right leads to the Observatory. Though it looks
interesting, ignore it. There's nothing but red herrings there, and you
don't have time for them. The door to the left is locked, and nothing
will open it. OPEN the center door.
 
   Go into the Laboratory. OPEN the safe. The combination is based on the
element numbers from the files you took out of the desk. The order of
the elements is the same as mentioned in the scroll from the cabinet you
found upstairs in the Master Bedroom: GOLD (#79), SILVER (#47), MERCURY
(#80). The combination is 79-47-80.
 
   Inside the safe is a cookie jar. DRAG the COOKIE JAR into your
inventory. The cookie jar is sealed so tight that the only way to open
it will be to break it open. The axe is back inside the House. Go back
out to the Backyard. Hurry! Now re-enter the House. Go through the
Trophy Room, through the Rec Room, through the Hall, back into the
Entrance Hall. OPERATE the axe on the cookie jar. Breaking the cookie
jar reveals a -- oh, no! -- a cookie! Just a damned cookie!
 And after all that running, too! Well, maybe that little creature who's
been running around with that key around his neck will be interested in
the cookie. At least someone will get some pleasure from it. DRAG the
cookie to the floor. The creature will stop and grab the cookie. He will
then return the favor by leaving the key that he wore around his neck on
the floor. DRAG the new key into your inventory.
 
   With the new key, it's time to go back to the Magisterium and see if
the new key will open the locked door. Go back to Magisterium through
the Hall, Rec Room, Trophy Room, Backyard, Magisterium entrance to
finally, the Room. OPERATE the NEW KEY on the door on the left to
unlock, and, ultimately, OPEN the door; and, maybe, find your brother.
  
   What? The key doesn't do anything! Go back through the center door to
the Laboratory. OPEN the Trapdoor that's located under the cauldron.
 
   BEFORE YOU GO THROUGH THE TRAPDOOR, IT WOULD BE A GOOD IDEA TO SAVE
YOUR GAME!

   Go down through the Trapdoor to enter the Cave. You can't go back it
seems. The shaft is too high, and there is a spider in the upper Cave.
Go through the Cave on the left into the Ice Cave. OPERATE the PENTAGRAM
on the Ice Cave. A strange creature will engulf the ice mass and melt it
to steam.
 
   There will be a human figure that will float to the next Cave. The
robed man prompts you to follow the figure and move quickly. Once in the
next Cave, OPERATE the figure on the pit at the center of the altar. You
have just killed Dracon, but that doesn't save your brother. You aren't
out of hot water just yet!
 
   Go beyond the altar to the Stairway. OPERATE the NEW KEY on the door at
the Top of the Stairs. Now that the door is UNLOCKED, OPEN the door. Go
through the door. HEY, WAIT A MINUTE! LISTEN CLOSELY! IS THAT YOUR
BROTHER THAT YOU HEAR YELLING FOR HELP UPSTAIRS?

   Go out of the Study, through the Dining Room, through the Hall, and up
the stairs to the Upstairs Hallway. Go into Dracon's Old Bedroom. OPEN
the door in the upper right. Go into the Bathroom. OPERATE the faucet on
the bathtub. The bathtub will overflow. EXAMINE the light fixture.
Notice that there are handgrips on it?
 
   Too bad you can't reach it. And nothing you can stand on will move for
you. Maybe with all that water flowing out of the bathtub you can float
to the top. The water is climbing fast! Keep on trying to OPEN the light
fixture. With each attempt, the water gets higher.
 
   Finally, you can OPEN the light fixture. Go through the hole in the
ceiling to the Secret Room. Thank God! There he is -- your brother. But
wait a moment he doesn't look too good. What's wrong?

   Suddenly a demon leaps from your brother's body and threatens to take
possession of you. In the meantime, your brother, scared out of his
wits, crashes out the window leaving you to finish off the demon.
OPERATE the cross from the Chapel on the DEMON. The DEMON will fade to
nothingness, leaving no tangible evidence of his having been there.
 
   You still need to check to see if your brother is okay. Go out the
window and -- CONGRATULATIONS! You have saved your brother! Print out
your certificate. You deserve it!

Damn! This file is NOT copyright, so I can NOT remove the rights....
Bleargh, BETTER LUCK NEXT TIME .....
Later,
	RENEGADE <>


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 Another file downloaded from:                     The NIRVANAnet(tm) Seven

 & the Temple of the Screaming Electron   Taipan Enigma        510/935-5845
 Burn This Flag                           Zardoz               408/363-9766
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 The Shrine                               Rif Raf              206/794-6674
 Planet Mirth                             Simon Jester         510/786-6560

                          "Raw Data for Raw Nerves"
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[[category:Adventure]]