enough is enough! Seems that everything you try to do lately
turns out wrong -- like getting on this stupid bus. Not a
seat left anywhere! That's it. As soon as this dumb bus driver
manages to get you to your nice, comfy house, you're going
to go look for your wossname...lucky charm. It's time things
started going right again. Meanwhile, there's not much to
do for the moment except INVENTORY to see what you're carrying.
Not much. Nothing else much is going to happen for a move
or two, so you might as well WAIT a turn or two until the
ticket inspector asks you for your ticket. GIVE TICKET TO
INSPECTOR, and he will tell you that your destination is two
stops from here. Pay attention to what you're doing here:
If you get off too soon or too late, you're finished before
soon as the bus "sails past a bus stop," PUSH BUTTON.
Then WAIT a couple of turns again until the bus stops. When
the doors open, GET OFF BUS. The inspector will throw you
your keyring. (Don't ask ME how you lost it! You had it the
last time you checked.)
keyring will land in the street. GET KEYRING. As you bend
over to retrieve the keys, you find you are about to be hit
by a bus. There is nothing useful you can do to avoid being
hit at this point. No matter what you type for the next two
moves, nothing will help.
in the nick of time a very strange character will appear,
rescue you from certain death, mumble something about Jannedor
the witch, and hand you a document. READ DOCUMENT, and you'll
be told to read the document that came with your package.
Then the guardian (so THAT'S what he is!) will make a few
more comments and disappear. Nothing left now but to get started
on your mission. One thing to remember: If you vary from this
walkthru, or if at any point, you see a message that says,
"you feel a little less lucky than you did a moment ago,"
STOP THERE. You will need ALL your luck at the end of the
game, and if you lose any, it means you've done something
wrong (or at least not QUITE right).
OPEN GATE, then go north into your Front Garden. OPEN DOOR
WITH IRON KEY, and go north again into the Hallway. Go northwest
into the Bedroom. There's a cello case here which looks inviting,
so OPEN CELLO CASE, and you'll see a harmonica. Leave it there
for now, but TAKE CASE. It'll come in handy for carrying things.
UNDER BED, and you'll find (what else?) a woolly sock. TAKE
SOCK, and OPEN WARDROBE THEN LOOK IN IT. TAKE SHOES THEN PUT
THEM IN CASE. Go north into the Kitchen. Ignore the refrigerator
for now, but LOOK ON TABLE. You'll see a tin opener. TAKE
OPENER THEN PUT IT IN CASE. Now DROP TICKET AND DOCUMENT.
Going east will take you into the Conservatory and about this
time the phone will ring in the Library. Go south and ANSWER
PHONE. Xam will start screaming at you to get over to his
house fast. (At this point you have NO idea where his house
is, but don't worry about it: He's already been kidnapped,
so there's no need to hurry.)
north will take you back to the Conservatory. EXAMINE TABLE,
and you'll find a red tablecloth. Since you haven't seen a
towel anywhere, a tablecloth is the next best thing, so TAKE
TABLECLOTH. Now OPEN DOOR WITH IRON KEY, and go north into
the Back Garden. Here you'll see a pair of secateurs and a
pair of gloves. You'll definitely need the gloves, and you
MIGHT need the secateurs (cutters, to you Americans). TAKE
ALL and WEAR GLOVES.
north again, then east into the Grassy Field. Here you'll
see a nasty bull in the corner of the field. If you go south
from here, you'll find your way east is blocked by a barbed-wire
fence. The problem here is to get to the east either from
here or by going southeast from the Grassy Field. There are
two solutions, either of which will earn you the same number
points. You need only use ONE of the solutions, or you can
do both if you just want the exercise. You'll only get points
for your first action.
you want to deal with the bull (in the Grassy Field), WAVE
CLOTH AT BULL. The bull will charge at you. Now THROW CLOTH
AT BULL, and it will become entangled in his horns, blinding
him. You can now go southeast into the Orchard where you can
you'd rather deal with the fence, go south from the Grassy
Field (you should already be wearing the gloves), and HOLD
WIRE THEN CUT IT WITH CUTTERS. Now you can go east into the
Orchard where you can DROP CLOTH AND CUTTERS. From the Orchard
go east. You'll see a plastic bottle in the weeds. GET BOTTLE
THEN EXAMINE IT. What you've found is a handy little bottle
in which there is water mixed with oil. Hmm.
west, then south twice into the boathouse. First EXAMINE DOOR,
and you'll see it needs oiling. Aha! But how to deal with
the watered-down oil? There are also a can of worms and a
mousetrap here. GET ALL then LOOK IN BOAT. There's BUNG in
there! Oh Boy! Er, uh, what's a bung? Well, it's a PLUG that
goes in a barrel to keep the good stuff from running out.
GET BUNG and PUT CAN IN CASE. Let's go deal with the oil-in-water
problem. Go back north, northwest twice, west, south three
times, and west into your Kitchen. Now OPEN FRIDGE, PUT PLASTIC
BOTTLE IN FRIDGE, then CLOSE FRIDGE. Now go east, north three
times, southeast, east, and south.
we are at Xam's Front Garden. OPEN DOOR WITH RUSTY KEY, and
go southwest into the Messy Kitchen, and west into the Dining
Room, then LOOK ON TABLE. GET CANDLE AND MATCHES, and go south.
About this time, you'll hear a knock on the kitchen door.
Ignore it: it's the postman, and you can't make it to the
door in time anyway. Go southwest then south, and you'll find
yourself under a holly bush where there's a magpie. LISTEN,
and the magpie will give you a pair of spectacles to get rid
of you. WEAR SPECTACLES. Now go north, northeast, north, east,
northeast, and LOOK IN MAILBOX. There's a note in there. GET
and READ NOTE. You'll be told to call the post office to arrange
for the delivery of a package.
southwest, west, south, and DIAL 300. The voice will tell
you he'll send Lebling back with the package. Go north and
east, then OPEN TRAP. Go down (those spectacles will allow
you to see in the dark!) and TAKE CHEESE, then go back up.
the same time you go down into the cellar, the postman will
knock on the door. He should still be there when you come
back up, but he won't give you the package because you're
not Xam. He'll lock it up in the mailbox. If you go out and
try to open the mailbox with your plastic key, it won't fit.
By now you should have noticed a timid mouse dashing in and
out of the kitchen. Let's deal with the little bugger. This
trap is a home-brew device, and you have to deal with it quite
specifically to get the mouse. First PUT CHEESE ON TRAP, then
SET TRAP, and DROP TRAP. (Do NOT say "PUT TRAP DOWN":
It won't work!) Now let's do a little locksmithing.
MATCHBOX THEN GET MATCH. Next, LIGHT MATCH THEN LIGHT CANDLE
WITH MATCH. Finally, HEAT PLASTIC KEY WITH CANDLE. AGAIN.
(You must heat the key twice for it to be soft enough to change
shape.) Go northeast (your candle will go out), and OPEN MAILBOX
WITH PLASTIC KEY. Voila! The parcel! OPEN PARCEL, and GET
CHARM THEN READ LETTER.
the charm. You'll see the word "OOJIMY" inscribed
on it. If you've read your newspaper, you'll know this charm
freezes things. Speaking of freezing things, it should be
about time to check the fridge.
north, northwest, west, south twice, west, and OPEN FRIDGE.
Now GET MILK BOTTLE THEN DRINK MILK. EXAMINE PLASTIC BOTTLE,
and you discover that the water has frozen leaving only oil
behind. GET OIL WITH MILK BOTTLE. Now east, north twice, east,
southeast, south, and southwest back to the kitchen.
EXAMINE TRAP -- there SHOULD be a mouse in it. If not, just
wander around for a couple of moves, away from the kitchen,
and you will eventually catch the mouse. GET MOUSE, and PUT
ALL BUT CHARM IN CASE.
northeast, north, southeast, and south. GET BOTTLE. PUT OIL
ON RUNNERS then DROP BOTTLE. OPEN DOOR, and the door will
open easily (and quietly). You'll see the crazy gardener oiling
his machine gun. He'll be startled by your appearance and
run off leaving a sack behind. (Unfortunately, he takes his
machine gun with him.) LOOK IN SACK, and you'll see an amethyst
charm. GET AMETHYST CHARM THEN EXAMINE IT. You'll find the
word "DOODAH" on it. This charm will cause rain.
(Boy, THAT oughta come in handy!) DROP SACK.
you EXAMINE CANOE, you'll find that it's not seaworthy. Let's
fix that. PUT MOUSE IN HOLE, PUT CANOE IN WATER, then GET
IN CANOE and GET PADDLE. We're ready to go exploring!