Hazardous Holiday
Author - Phil Richmond
Walk Through with Dorothy Millard (Amiga Version)
Notes: Cannister must be spelt with two N's.
ORNITHOLOGIST - Start sitting in a small wooden boat in the centre
of a lake, EXAMINE BOAT, LOOK IN BOAT, TAKE ROD FROM BOAT, EXAMINE
ROD, TURN REEL (you catch a fish which falls into the boat,
disgorging a shiny object in the process), LOOK IN BOAT, TAKE ALL
FROM BOAT (a fish and a silver ring), EXAMINE FISH, EXAMINE RING
(engraved with OSC), DROP ROD, E (to east side of lake), EXAMINE
NEST, LOOK IN NEST (you see an ugly green egg), TAKE EGG FROM NEST
(the grinderbill however isn't impressed!), THROW FISH TO
GRINDERBILL (it flies off), W, W (to west side of lake), TAKE glow
WORM, EXAMINE WORM, EXAMINE ORNITHOLOGIST, TALK TO ORNITHOLOGIST,
GIVE EGG (to the Ornithologist who thanks you and as a reward lobs
a map into the boat), TAKE MAP FROM BOAT, EXAMINE MAP, E, N (to
north side of lake), GET polystyrene CUP (a scrap of paper falls
out), TAKE PAPER, READ PAPER (an advertisement for Creative
Adventure Toolkit with which this adventure is written), DROP CUP
AND PAPER, N, U (to wooden pier), N (to grassy path where there is
a spiky ball), EXAMINE BALL, TAKE BALL (it turns out to be a
hedgehog which scuttles off but you are left holding a card),
EXAMINE CARD (it's a scratch-it lottery ticket), N, N.
HOTEL (FIRST TIME) - E (to outside hotel), IN (to lobby - as you
enter the receptionist hands you your key), EXAMINE KEY (note the
room number), EXAMINE RECEPTIONIST, TALK TO RECEPTIONIST, U (to
hotel corridor), UNLOCK DOOR (you enter your room), LOOK IN
RUCKSACK, TAKE SANDWICH FROM RUCKSACK, OUT, LOCK DOOR, D (to
lobby), GIVE KEY (to the receptionist), OUT.
INJURED FOX/GOLF COURSE - W, W, SW (to High Lakeside Road), S, W
(to forest clearing where there is an injured fox), EXAMINE FOX (a
piece of wire is embedded in its hind leg), PULL WIRE (the fox is
too frightened), GIVE SANDWICH, PULL WIRE, TAKE WIRE THEN EXAMINE
IT, E, S, S (to golf course), TAKE flag POLE, LOOK IN BUNKER, TAKE
SHOES FROM BUNKER, EXAMINE golfing SHOES, WEAR SHOES.
HAMILTON LODGE/HIPPIE - SE (to outside cottage), EXAMINE PORCH
(you see a red button), PUSH BUTTON (the doorbell chimes and the
door opens... you are invited inside to the lounge of Hamilton
Lodge), EXAMINE JEAN, TALK TO JEAN (she tells you how her husband
Arthur was a member of a cult and was found drowned in the lake),
E (to fork in road), TAPE purple FLOWER, NE, SE (to top of tor),
EXAMINE HIPPIE, TALK TO HIPPIE, GIVE FLOWER (he gives you some
beads in return), EXAMINE BEADS, NW, NE.
JEWELLERY SHOP - IN (to jewellery shop) EXAMINE JEWELLER, TALK TO
JEWELLER, GIVE RING (he tells you of a cult group where the ring
is worn to show allegiance to Sarin.... he returns the ring),
GIVE BEADS (the jeweller gives you a compact object in exchange),
INVENTORY (it was a penknife), EXAMINE PENKNIFE, OUT, N, N, N, E
(into Beacon office where there is a lottery kiosk), EXAMINE
SALESGIRL, TALK TO SALESGIRL, SCRATCH TICKET WITH KNIFE (note the
numbers 6 16 68), GIVE TICKET (the salesgirl checks the
numbers..... What a shame you read your card upside down - they
are the wrong numbers!), DROP TICKET AND KNIFE, W, NW.
HOTEL (SECOND TIME) - W (to outside hotel), IN (to lobby - the
receptionist hands you your room key), U, UNLOCK DOOR (it doesn't
seem to fit the lock), E, E, E (to end of corridor), KNOCK ON DOOR
(there is no answer), UNLOCK DOOR (the key was upside down and was
really number 9.... you enter), GET BEACON (newspaper), EXAMINE
BEACON (note the free admission to the play at the community
centre), EXAMINE SUITCASE (it needs a five digit number to open
it), OPEN SUITCASE (enter number), 61668 (the lock opens), LOOK IN
SUITCASE, TAKE PASS FROM SUITCASE, EXAMINE PASS (grants the holder
access to OSC meetings - note the photograph has a moustache),
TAKE FILE FROM SUITCASE, EXAMINE FILE (contains a personal letter
implicating them in the murder of your friend), DROP SUITCASE,
OUT, LOCK DOOR, W, W, W, D (to lobby), GIVE KEY (to receptionist),
OUT.
COMMUNITY CENTRE/PLAY/RAILWAY - W, W (to outside community
centre), EXAMINE POSTER, S (to inside community centre), S (the
usher wants to see your invitation first), GIVE NEWSPAPER, S (to
concert room), E (into dressing room), TAKE MOUSTACHE THEN EXAMINE
IT, WEAR MOUSTACHE (now look like the pass), W, N, N, SW, SE (to
railway platform 2), TALK TO GUARD (a train arrives), EXAMINE
TRAIN, BOARD TRAIN (after a while you arrive at Railway Platform 1
and disembark), TALK TO GUARD, SE, NE, N, N, N, NW, W, W.
PORTCULLIS - S, S, S (to wooden pier), D (to boat), S, S, S (to
south side of lake), EXAMINE PORTCULLIS, EXAMINE WHEEL, REVOLVE
WHEEL, TURN WHEEL WITH POLE (the portcullis is now raised), DROP
POLE, SE (into a dark cave - note you need the glow worm as it is
dark), E (into a murky cave), E (you are standing on mossy rocks),
U (you slip), WEAR golfing SHOES, U (to underground cave where
there is a featureless door in the east wall which in fact cannot
be opened from this side), EXAMINE DOOR, D, W, W, NW, N, N, N, U
(to wooden pier), N, N, N.
ENTERING HALL/SARIN/ABANDONED TIN MINE - E, E, NE (to outside
hall), EXAMINE ATTENDANT, TALK TO ATTENDANT, WEAR PASS, WEAR RING,
IN (the doorman checks that you are wearing the pass and ring -
note you must also be wearing the moustache - you enter and listen
to Sarin the cult leader speak... you learn that the cult is a
cover for plans to release a gas to control Mankind and take over
the world.... the gas is about to be launched from a rocket which
is hidden in the abandoned tin mine), U (to upper room where Sarin
is fooled by your disguise and greets you warmly... he is off to
the mine to supervise and invites you to tag along), D, OUT, SW,
SE, S, S, E (to entrance to mine where Sarin opens it with a
remote control device), IN (to mine tunnel).
DESTROYING ROCKET AND ESCAPING - E, D, E (into a vase circular
chamber where the rocket is), EXAMINE CONSOLE, EXAMINE ROCKET,
EXAMINE CANNISTER (note it says to keep it away from water), GET
CANNISTER, PULL LEVER (pandemonium breaks loose - better get out
fast), NE (into a twisty passage), GET RAFT, EXAMINE RAFT (pull
cord to inflate), OPEN DOOR WITH WIRE (you skillfully pick the
padlock with the wire), W (into an underground cave - note you
need the glow worm here for light), D (note you must be wearing
golf shoes), DROP CANNISTER (it sinks to the bottom of the lake
where it explodes... the hypnotic agent has been neutralised by
the water), PULL CORD (the raft inflates), W, W, NW (to south side
of lake).........
The adventure was complete and Blake had ended it where he
started..... on beautiful Lake Butterknowle
CONGRATULATIONS you've solved the game! Well Done.
Blake has saved the earth from Sarin, the OSC and Project X
SCORE 100/100
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