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Computer
Adventure Game by Michael B. Clark
WALKTHROUGH BY TALLY HO
Your dog, Allibaster, disappeared
while you were out walking him. He went into the bushes and just vanished.
Go forward twice, turn left and examine the bottom of the pine tree.
Aha! Allibaster must have fallen down that hole. Have a look. Whoops
– after a brief look at some game credits, you are also at the bottom.
Turn around and turn on the lights, then go the length of the tunnel
and enter the door.
Turn around, try the door,
only to discover it’s locked. Search the wall above and to the right
of the door, to discover a CLUE. Something about 2 down, 10 down,
4 up and 9 down. Take note. Turn around again and step into the corridor.
High up, on the left wall, is another clue. "Tina and Bob married
Jan. 5, 1989 (Now dead)" Take note. Look at the lock on the barred
door. The keypad won’t accept any wrong inputs, so it’s a short matter
to discover that the date you just saw provides the numbers you need:
1, 5, 8, 9. You hear the door swing open. Back away from the lock
and enter the Blue Room.
As you step into the room,
look to the left to see a strange device. Push the button and see
four images: a thistle, a triangle, a flower, and a cross. One of
them is green, the others black. Turn the images until the green one
is revealed. Leave it that way. Make a note that you saw the green
cross in the Blue Room. Straight ahead from the entrance is a picture
of a cat. Look at it. Behind the picture is apparently a safe, guarded
by a lock with six switches. You do not have the clue yet.
Turn right and go to the
bookcase. Take special note of the sketch in the "Bunker"
book. The arrow shows where you will enter a maze, and tells that
N = North. Remember this information. Also notice in the "Water"
book that the temperature of the distillery must be at least 1250°
F. (If you like, read the short story by Michael Clark.) Look at the
picture at the upper right, and turn it over to read "Reversal
is the key, one way or the other, opposite is the way."
Look at the very top of the
bookcase, at the far right. There is a small projection there. push
it to reveal a SECRET ROOM. Look in there. Try the light switch on
the right. The flickering suggests difficulty with the wiring.
From the bookcase, turn right
and go to the desk. Listen to the message on the phone. Open the drawer
and read the note from Mark, Vance’s friend. Pick up the blue picture-puzzle
device. Notice that some squares are in color, and some are black-and-white.
They toggle back and forth when you click on them. For now, change them all to color. Exit the room via the blue door next to the cat.
Turn right, forward, and
left to step into the Kitchen. On the right end of the counter is
another device with the four symbols. The green one (flower) needs
to be revealed. If it already shows that way, you can leave it alone.
Remember that the flower was seen in the Yellow room. Above the device
you can open the cupboard. Take the empty bowl. Some dog-treats might
also come in handy, but are not necessary. Look in the sink. It seems
the water is not working. Look in the large vase on the left counter.
Take the KEY. Observe the clue on the counter, the panel with six
squares. It looks like the switches behind the cat. Squares 2, 4,
and 5 are the answer.
Turn left, open the freezer
and take the ICE. Open the circuit-breaker box and reset the breaker
for the secret room. Turn right again and look at the microwave. Open
it. The X-cursor suggests an inventory item is to be used there. Look
in your inventory, and put the ice into the bowl. Now you have a bowl
of ice. Open the Dinger (at our house we call the microwave a Dinger
because it says "Ding" when it’s done. Of course, we also
call the vacuum cleaner a Sucker-Broom. Who says you can’t have a
little fun?) and place the bowl of ice in it. Close the door and set
it on defrost. Now you have a bowl of water.
Let’s see if we can open
the safe behind the cat. Press 2, 4, and 5, then the bar below. The
safe opens, revealing three items. Take the CD, read the letter, and
look carefully at the clue.
The three images appear to be taken from the blue
puzzle device in the desk. Have a look. Sure enough, when
you press those three squares to change them to black and
white, the number 1 switch illuminates. Push it, and receive
the BLUE TRIANGLE. Once you get the Blue Triangle, change
those three squares back to color. We will find three more
clues somewhere.
Leave the Blue room and turn
left, entering the Green Room, the master bedroom. Turn right upon
entering, and find another device that needs the green symbol to be
revealed. This one is the thistle shape. Remember that it was in the
Green room. Turn around and go to the green curtain. Part the curtain
to find another safe. This is a sequence-switch, and is to be solved
without any clues. If you can’t discover a sequence (there are many)
here is one: number them in your mind, starting at the one-o’clock
position, and ending with ten at the top. Press them in this way:
8, 9, 1, 2, 6, 7, 4, 5, 10. If the center illuminates, you’ve done
it. Look at the Journal. Take careful note of the pattern seen on
the cover. Read the whole journal, and close the safe. John Webb’s
spirit greets you. Talk with him. He needs three things from you:
Why Vance is hostile, how he died, and his wife’s locket. He also
warns you that Vance may have some evil plans.
Turn right and look
at the TRINKET-BOX. The squares toggle from black to white.
You muse duplicate the pattern from the journal cover. Here’s
the solution:
Look in the box. Observe the wedding photos, and
take the KEY CARD. (You won’t need to use it for a long
time.) Exit the bedroom and return to the Secret Room.
Turn on the lights, and go
to the blue panel-box. Touch it, and you hear the door close. Turn
left, and converse with Vance via a small monitor. (My sound files
didn’t function for this part, I had to read his lips.) At the end,
you will see some lumber on the floor under the lights. Go forward,
then look down to see the boards. Move the board, and step into the
duct. Forward twice, and take the PICKAXE. Continue forward to the
end, and smash the grate to enter Vance’s bedroom, the Red Room. As
before, there is a symbol-device. Turn it to reveal the green triangle
and leave it that way, and make a note that it was in the Red Room.
Turn left, and find the box atop the dresser. Oh no, a dreaded Slider!
This is a particularly cranky slider.
Even though you have seen the picture before; (it’s the one
on the bookshelf, and also on the puzzle-box in the desk,)
it is hard to decide which tile is which. I also discovered
that the parity is not controlled, so it is possible to arrive
at an insolvable position. To download a saved game with the
slider solved, click the link.
SLIDER SAVED GAME
Inside the box are two items
– the RED KEY and a clue with four squares in color. This will be
Clue 4. Go around the far side of the bed and look in the nightstand.
The top drawer contains the LOCKET and Vance’s journal. Read the whole
thing, and when you come to September 5, 1995, take the page out.
The second drawer contains the RED KNOB. The third drawer is empty.
(You can examine the Locket in your inventory to see the baby picture.)
Exit the room by unlocking the door. Turn left, and go all the way
forward through the foyer into the hallway. Turn left and see the
Mail Chute. Look down, and find a nasty letter from the Water Works.
Enter the home again, turn left to see another of Michael’s cats.
This one looks like he has a mind of his own, but what cat doesn’t?
Enter the room, and turn left and go toward the room with the brown
door. On the left is a small table with a blue lamp. Look down next
to the lamp and take the SLEEPING PILLS. Then go into the room with
the brown door. This is the office.
Use the CD on the computer
tower under the desk. Then look in the computer to read more of Vance’s
troubles. Now he thinks he also killed his father. Exit the office
and go back into the Foyer. This time, there is a letter stuck in
the top of the chute. Click on it to knock it down. Read the letter.
Return to the living room and go to the fireplace.
On the mantel is his prize
for being valedictorian (examine the bottom of it.) Look at the fire.
Extinguish the fire with the bowl of water. Use the Red Key to unlock
the panel, and find the final two more clues to the picture-puzzle.
It’s time to finish that puzzle. Go to the desk in the Blue Room.
Solve the remaining clues
according to the following instructions:
Number the squares across the top from left to right, columns 1 through
8.
Number the squares from top to bottom, rows A through H.
Clue 2: F1, D7, C8 b/w,
all else color Clue 3: G6, C3, C7, A2
b/w, all others color Clue 4: H8, D4, C7, A6
color, all else b/w.
Take each triangle when you
get it.
Go to the Green bedroom.
John Webb’s ghost visits you and asks if you have found the items
he requested. Give him the page from Vance’s journal, the letter from
the coroner, and the locket. He gives you the PURPLE KEY in exchange.
Go to the secret room. Turn on the lights, and open the panel. Insert
all the triangles. You have activated the keypad that controls the
locks on all the doors in the MAZE leading to the Basement. Remember
the sketch in the Bunker Book? It suggested starting at the bottom,
second square from the left. Click there, and see an arrow appear.
Click on the arrow to rotate it until it points North. Now you have
unlocked the first door to the maze. Have a look in the maze and see
how the next door has been unlocked. Each room in the maze has two,
or three, or four doors depending on whether it’s a corner, side,
or interior.
If you enjoy mazes, grab
a pencil, make a copy of the panel, and start mapping away. As it
happens, this author is not fond of mazes (that’s an understatement
without equal!) and will provide the solution two ways.
First, by direction:
North, West, North, East, East, South, East, North, North,
North.
If that’s not good enough, look here to see how to orient
the arrows:
It is ESSENTIAL that you have left
each of the four symbol-devices with the green item showing.
If you have any doubt, check them before entering the maze.
Otherwise you will eventually have to backtrack through.
Finally, here is a saved
game with the keypad correctly set:
MAZE SAVED GAME
As you pass through the final door of
the maze, turn all the way around to find the elevator control. Take
it down to the Basement level. Go F3 L F2 and unlock the Purple Door
with the Purple Key. Find Allibaster inside. He is so glad to see
you he jumps right into your inventory. Then, a conversation with
Vance ensues, where you learn just how deranged he has become. When
he leaves, look down and find a Crack in the wall. Use the Pickaxe
several times to enlarge the crack and step through. Straight ahead
is a dead-end. Just when you enter the chasm from the cell, turn left
and find the stairs that look like a coiled snake. Climb up until
the steps collapse. Go up the ladder.
Cornfield Maze: Good lord, not another
maze! Reaching the top of the ladder. look to the right. It is a cornfield.
Follow the steps: F2, L, F, R, F, R, F, L, F3, R, F, L. You see a
ghastly mask on the wall. Turn completely around, and pull the lever
hidden in the corn. The door to the cemetery is now open. Inspect
the graves. Vance speaks to you over the P.A. Examine the headstones.
You can pick up some pebbles from the ground. Look to the right. Lasers
are preventing your escape. Go toward the lasers, and examine the
walls to the left and right of the lasers, discovering the symbols.
You can touch all symbols, but only the correct combination of four
symbols will give you freedom. Touch the cross, thistle, flower and
triangles and the lasers will turn off. Before you step into the tube,
there are more pebbles you can take. At the bottom, if you turn left,
are even more pebbles, including one "infinite" pile that
seems endless. Don’t take too many, you can always return for more.
Go forward to the control panel on the
ground. Turn left, and hunt for the small hotspot down low. Examine
it to see the pattern. Turn back to the panel, and press the squares
represented by the pattern, three in the upper left, one in the lower
right. Then, using your pebbles, toss them (by dragging from inventory)
at the far panel to activate it as a mirror-image: One in the upper
left, and three in the lower right. If you activate an incorrect square,
you can toggle it off with another pebble. When both green lights
are on, press the switch between them to extend the bridge. Forward
and left, go to the entrance and peek in the keyhole. Vance appears,
reads something, and departs. Now you can enter the office. Put a
sleeping pill in his coffee and go outside again. Peek through the
keyhole to observe Vance take a nap.
Go in the office, and take the KEYS from
Vance’s belt. Look left, and close-up at the diagram of the Harvest
machine. It shows where the rocks go in, the fuse panel, temperature
gauge, and where the fuel cells are.
Here’s
how to set the switch to get into the Harvest Machine Room.
Remember, it won’t work unless you have all four symbols set
to their green state back in the house.
Press the switch at the bottom to unlock
the door to the Harvest Machine. Go in and have a look around. If
you look at the third part of the machine it complains of the temperature
being wrong. Look at the center device, and find the temperature gauge.
Put the Red Button on the machine to adjust it. Ooops, now you broke
it. What’s wrong? Back away and look at the first part, the rock-crusher.
Open the fuse panel. There seems to be one bad fuse. Remove it. Now
to replace it. Go into the office, and look in the box on the wall
above Vance. (You have to go close up to the brown door to get there.)
Take a fuse and place it in the machine, restoring the power.
Now set the temperature
to 1250°. It’s a little touchy – I found three counter-clockwise
twists did it, or five clockwise, but expect it to be a little
unpredictable. Here’s the setting:
If the red lasers have turned white, they’re
happy, and you can get on with the next puzzle, which will cost you
at least six handfuls of hair. To get it working, you must light the
control-lights along the top. To do that, you must select three of
like color, one from the left, one from the bottom, and one from the
right. They flash briefly, always in the same position, so you could
diligently make a chart, then follow it. Or, if you like you could
cheat and follow these instructions. The left and right sides are
numbered from top to bottom, and the bottom row is numbered from left
to right. The sets of numbers here are Left, Right, Bottom.
I’m not going to use a picture here; too
darned big. Instead, use this sequence:
| Color |
Left Side |
Bottom |
Right Side |
| Blue |
6 |
3 |
5 |
| Green |
8 |
7 |
2 |
| Pink |
3 |
5 |
8 |
| White |
4 |
8 |
3 |
| Brown |
7 |
2 |
4 |
| Yellow |
1 |
6 |
6 |
| Black |
2 |
4 |
7 |
| Orange |
5 |
1 |
1 |
When you are finished, close the panel
and stand up. Vance knocks you out. When you revive, you hear him
talking with the ghost of his father. John asks you to retrieve a
letter from the cabinet in the living room. Exit through the white
door, and go to the house. (Through the basement, past the purple
door, up the elevator, through the dratted maze and into the house.)
Open the top of the cabinet and watch the TV to see Vance start a
fire. Close the top, and unlock the bottom door. Get the letter. Go
back to the blue door. Uh-oh, it explodes. Leave the house through
the foyer. Unlock the elevator and activate it with the key-card.
Take it UP (you are underground, remember) and watch the closing sequence.
Too bad, not a happy ending. That’s what he gets for building a maze.
Copyright 2003 by Tally Ho
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