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Midsummer Day's Dream, A (Midsummers_Day_Dream.txt)

MIDSUMMER'S DAY DREAM
Peter Clark
Adventure Workshop
Spectrum 128

This is a game with much charm, good descriptions and humour. Part 1 is 
a little short on puzzles requiring logic, not so much in solving them 
but in understanding the connection between what you need to do, and 
how and why you would even want to do it. Part 2 is a delightful 
conglomeration of fairy tales.

HINTS:

EXAMINE everything. There are not time limits. The parser recognizes 
more than two word commands so remember prepositions such as in, at, 
to, under, through, with, over, behind, etc.

Part 1:
KICK the rubble.

Don't panic when the dinghy floats away.

TALK TO <people, animals, etc.>.

FRY something edible in the frying pan.

The bottle of light ale is a broad hint. OPEN it when it's dark.

Remember to put the trunk back.

SEARCH and EXAMINE are not the same.

If at first you don't succeed with a command, try again (e.g. throwing 
something at the pond).

Ask the genie for the musket.

Remember Peter Pan, especially the crocodile.

The password at the station is Wombledon, how you are to know this 
escapes me. 

Part 2:
Some of the hints of part 1 are still useful in Part 2.

Plant the seed where there are things growing.

Adverbs are important here, notably, OPEN DOOR QUIETLY, and LOOK CLOSER 
AT BED.

Dig with an implement after you come out of the teapot.

The umbrella can be used as a lever.

Be very patient at the lawn, and somewhat patient at the convention.

If at first you don't succeed with a command, try again (e.g. WAITING 
at the lawn, retrieving the brick, playing the slot machine).

MAKE A PILE WITH THE TEABAGS.

Like Alice in Wonderland, you will need to become bigger and smaller 
more than once.

Use the card to hit a beast.

Take what you hear the tap telling you.

Give the hedgehog something to drink.


Solution
Part 1:
You see a red dragon which you follow. INVENTORY (a gold coin), EXAMINE 
COIN, NE, S, EXAMINE RUBBLE, KICK RUBBLE (you create a stone), TAKE 
STONE, EXAMINE STONE, N, SW, N, W, THROW STONE IN POND (until you hit a 
frog who casts a sparrow spell on you so you can leave the wood), S, N, 
E, UP (you see an inn to the northwest), FLY (what to birds do?), FLAP 
ARMS, (you land outside the inn), READ SIGN, W, EXAMINE STAIRS (you 
hear a tapping and a grue enters), TALK TO GRUE (he wants an ale), BUY 
ALE, TAKE ALE, GIVE ALE TO GRUE (he gives you something), INVENTORY 
(you have a spyglass), EXAMINE SPYGLASS, UP, E, TAKE JUG (it rattles), 
LOOK IN JUG, TAKE KEY, LOOK UNDER BED, OPEN CASHBOX, UNLOCK CASHBOX, 
LOOK IN CASHBOX, TAKE CARD, EXAMINE CARD (Ace of Clubs), TAKE BISCUIT, 
W, DOWN, NW.

EXAMINE MANGLE (it has rollers and a handle), TURN HANDLE, TAKE CAN, 
EXAMINE CAN (white paint), SE, DOWN, EXAMINE CRATES, MOVE CRATES, TAKE 
BOTTLE, UP, E, E, E, TALK TO SAILOR (he's bored), N, EXAMINE PARROT, 
TALK TO PARROT (repeat this command until you get the message "Polly 
wants a cracker"), GIVE BISCUIT TO PARROT (it lays an egg), TAKE EGG, 
EXAMINE EGG, S, GIVE SPYGLASS TO SAILOR, EXAMINE SHIP, EXAMINE 
GANGPLANK, E, N, S, UP (you see a crow), TALK TO CROW (it wants to be 
white), SPRAY CROW (he pulls out an alarm clock), TAKE CLOCK, EXAMINE 
CLOCK (wound up and ticking), DOWN, DOWN, S, EXAMINE TRUNK, PULL TRUNK, 
OPEN TRUNK, LOOK IN TRUNK, DROP KEY, DROP CAN, TAKE DAGGER, TAKE HOOK, 
CLOSE TRUNK, PUSH TRUNK, N, DOWN (it's dark), OPEN BOTTLE (it shines), 
LOOK IN CHEST, SEARCH TEA, DROP HOOK, TAKE RING, EXAMINE RING (made 
from a ruby), WEAR RING, TAKE HOOK, UP, N (you can't), E.

EXAMINE MUSKETS, RUB RING (a genie appears), TALK TO GENIE, ASK GENIE 
FOR MUSKET, DROP BOTTLE, TAKE MUSKET, EXAMINE MUSKET, W (rub the ring 
again if you want some fun, but none of these objects are necessary), 
SE, EXAMINE PAN, FRY EGG, TAKE TICKET, NW, UP, N, EXAMINE PROW, EXAMINE 
BARREL, ENTER BARREL (there is a hole), EXAMINE HOLE, LOOK THROUGH HOLE 
(you watch the proceedings), WAIT (the ship docks), LEAVE BARREL, S, S 
(you see an island), EXAMINE STERN, EXAMINE RAIL (you see a dinghy), 
EXAMINE ROPE (not thick), CLIMB DOWN ROPE (you see oars), UNTIE ROPE 
(you can't), CUT ROPE, ROW DINGHY, LEAVE DINGHY (it drifts away), E, S, 
E, EXAMINE CAVE, EXAMINE ENTRANCE (creepers), MOVE CURTAIN (you see a 
spider), E (you can't), TALK TO SPIDER (it's hungry), W, N, N, E, S, E 
(you see flies), EXAMINE FLIES, SHOOT FLIES, DROP MUSKET, TAKE FLY, W, 
N, W, S, S, E, GIVE FLY TO SPIDER.

Go E, EXAMINE ROPE, TAKE ROPE, W, W, N, N, E, S, E, S, EXAMINE 
STOCKADE, EXAMINE GATE, OPEN GATE (you can't), TIE ROPE TO HOOK, THROW 
HOOK, CLIMB ROPE, EXAMINE HUT, EXAM GATE, PULL PEG, EXAMINE DOOR, OPEN 
DOOR (you can't), KNOCK DOOR, E, EXAMINE CROCODILE, THROW CLOCK AT 
CROCODILE (the crocodile eats the clock; the alarm goes off, the 
crocodile panics), TAKE PICKAXE, W, OPEN GATE, W, N, W, N, W, S, S, E, 
E, EXAMINE FLOOR (you see a white cross), HIT CROSS WITH PICKAXE (you 
fall to an underground station with only a few of your possessions), 
INVENTORY (you have a card and a ticket), READ SIGN (Wimbledon), E, 
EXAMINE SLOT, EXAMINE GRILLE, PUT TICKET IN SLOT (you need a password), 
SAY WOMBLEDON, E (the dragon appears; you follow it and fall). End of 
Part 1.

Part 2:
INVENTORY, EXAMINE CARD (could be a hit with someone), EXAMINE SWITCH 
(up/down), EXAMINE WALLS, PULL BRICK, FEEL IN HOLE, TAKE STICK, PRESS 
SWITCH (bucket goes up), PRESS SWITCH (bucket comes down), TAKE BRICK, 
ENTER BUCKET, PRESS SWITCH (you can't reach it), THROW BRICK AT SWITCH 
(it falls), CLIMB OUT, TAKE BRICK, CLIMB IN, THROW BRICK AT SWITCH (the 
brick misses again), CLIMB OUT, TAKE BRICK, CLIMB IN, THROW BRICK AT 
SWITCH (the bucket moves up), CLIMB OUT (you are in a clearing), E, 
PICK FLOWERS it's flour), TAKE FLOUR, W (you see a beach below), N, W, 
W, (you see a stream), E, E, N (you see a hare and a man), EXAMINE 
HARE, EXAMINE MAN, TALK TO MAN (he needs a change of hats), EXAMINE 
TABLE (set for a tea party), N, EXAMINE STAND, TAKE UMBRELLA, N (the 
notice says to not disturb), OPEN DOOR QUIETLY, EXAMINE BED, LOOK 
CLOSER IN BED (you see a wolf), HIT WOLF WITH CARD, TAKE BONNET, 
EXAMINE BONNET.

Go S, W, EXAMINE SINK, EXAMINE TAP (it drips "plank"), TAKE PLANK, 
EXAMINE PLANK (sturdy), EXAMINE TAP (stopped it's dripping), E, S, S, 
W, W, PUT PLANK OVER STREAM, DROP CARD, W, W, EXAMINE DOLL, LOOK BEHIND 
DOLL, FEEL IN HOLE (you see a five pound note), TAKE NOTE, E, E, E, E, 
S, W, W, DOWN, E, EXAMINE OWL, TALK TO OWL (they are lacking 
something), GIVE NOTE TO OWL (he gives you something), TAKE CHEESE, W, 
UP, E, E, N, N, SWAP HATS WITH MAN, EXAMINE HAT, LOOK IN HAT, TAKE 
ROCK, EXAMINE ROCK, WEAR HAT, CLIMB ON TABLE (you're too big), LICK 
ROCK (you get smaller), EXAMINE TABLE, CLIMB LEG, EXAMINE TEAPOT, 
EXAMINE DORMOUSE, EXAMINE BOWL, LOOK IN BOWL, TAKE SPOON, LOOK IN 
TEAPOT (you're too small to see it from there), WAKE DORMOUSE (how?), 
POKE DORMOUSE, GIVE CHEESE TO DORMOUSE, CLIMB ON DORMOUSE (you are in 
the teapot). 

EXAMINE TEAPOT (full of teabags), EXAMINE SPOUT (you can't reach it), 
EXAMINE HOLE, EXAMINE TEABAGS (large and small), DROP STICK, TAKE SMALL 
TEABAG, TAKE LARGE TEABAG, MAKE PILE WITH TEABAGS, TAKE STICK, CLIMB 
PILE, UP, UP (you fall onto the foot of a path), EXAMINE SHED ( 
woodwork around the base is in disrepair), DIG HOLE WITH SPOON (you dig 
into the shed), EXAMINE BENCH, LOOK UNDER BENCH, TAKE BOTTLE, EXAMINE 
BOTTLE, DRINK BOTTLE (you return to your normal size), SEARCH TOOLS, 
TAKE SEED, EXAMINE SEED, EXAMINE DOOR, LEVER DOOR, N, N (you are in a 
garden), PLANT SEED (a beanstalk sprouts), CLIMB STALK, EXAMINE LEAF, 
TAKE LEAF, UP (you see a chasm and a staircase), SIT ON LEAF (you're 
too big), LICK ROCK, SIT ON LEAF (the wind snatches you and takes you 
over the chasm), TAKE MILK, N (you're too small), DRINK BOTTLE, N (at 
the great hall).

Go SE, EXAMINE FLOOR, MOVE DUST (you create a trapdoor), OPEN TRAPDOOR, 
DOWN, DOWN, EXAMINE COMPUTER, USE COMPUTER (you see a plug for another 
game), EXAMINE FRUIT (it's a slot machine), PULL HANDLE (keep repeating 
this command until you win, though nothing comes out of the slot), UP, 
UP, UP, W, TALK TO COOK (she's out of ingredients), GIVE FLOUR TO COOK 
(she gives you a jam tart), EXAMINE TART, EAT TART, E, N, EXAMINE 
FOUNTAIN (you see a statue of the Cheshire cat), EXAMINE FLOWERS, 
SEARCH RUBBISH, EXAMINE HEDGEHOG, TAKE HEDGEHOG (it rolls into a ball), 
GIVE MILK TO HEDGEHOG (it turns into a ball), TAKE BALL, S, NE, EXAMINE 
QUEEN, TALK TO QUEEN (she needs a croquet ball), GIVE BALL TO QUEEN 
(she gives you a key), EXAMINE KEY.

Now you need to WAIT for many turns, so EXAMINE whatever you like until 
the tart takes effect and you see a gateway to the east. Or you may 
want to go through the Magic Copse maze (NE, S, E, E, W, SW), E, 
EXAMINE HEDGE, EXAMINE PLAQUE, READ PLAQUE, EXAMINE STATUE, S (in the 
statue), EXAMINE DOOR (there is a lock), EXAMINE BUTTON, PRESS BUTTON, 
PUT KEY IN LOCK, ENTER LIFT (you see two buttons), PRESS REALITY, 
LEAVE, W (you see a lady preparing to speak), WAIT (until she does). 
You have won an award. There is a disturbance. The dragon rushes in and 
a cloth catches fire. You are hustled out. You fall through the lift 
and find yourself back at the grassy bank. Read the messages. You are 
finished.

Terri Sheehan
2005-08-16


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