BEAST OF TORRACK MOOR Written by Linda Wright (Marlin Games) 1988 Walk Through by Dorothy Millard (Spectrum Version) Scenario As a reporter for the Lowsea Gazette you objective is to obtain a story and photograph "The Beast." Walk Through (Start in your office), INVENTORY (wearing thin trainers, denim jeans and a lilac shirt), OPEN ENVELOPE, GET LETTER, READ LETTER (from Miss Myrtle about rumours of a strange beast on the moors), SHOW LETTER TO EDITOR (he tells you to investigate and get photographs and gives you a fiver for expenses), ASK EDITOR FOR CAMERA (you are told to borrow one if necessary), EXAMINE DESK, OPEN DRAWER (contains a timetable, a pencil, and electricity bill and a notepad), EXAMINE NOTEPAD (doodles and illegible notes), EXAMINE TIMETABLE (the bus leaves at 9.48 am.), EXAMINE BILL (paid), GET BILL, CLOSE DRAWER, EXAMINE POCKETS (find reporter’s pass, coins and a fiver), COUNT MONEY (£7.60), PUT BILL IN POCKET, EXAMINE CHAIR, GET ANORAK, WEAR ANORAK, S (to Long Street), WAIT (until a bus arrives at 9.44 am), BOARD BUS (arrives at Puddlecombe at 10.45 am and you alight: Ernest the Ranger is here, who recognises you and tells you that there is nothing in the rumours), EXAMINE NOTICE (note the mobile library will be here from 11.00 am to 1.00 pm), EXAMINE SHOPPE (open between 11.30 am - 6.00 pm), EXAMINE SIGNPOST (church is to the southeast), SE (Church Lane), EXAMINE POSTER (jumble sale at 2.00 pm), SE, S (church porch), EXAMINE NOTICE (Miss Myrtle is on flower duty), N, NW, S (pretty garden), RING BELL (door opens and you enter Myrtle Cottage), EXAMINE MYRTLE, ASK MYRTLE ABOUT LETTER (says she has seen it), ASK MYRTLE ABOUT CHURCH, ASK MYRTLE ABOUT FLOWERS (she goes in about noon most days), ASK MYRTLE ABOUT KEY, ASK MYRTLE ABOUT MOOR (warns you about Eldritch Moor and the river), ASK MYRTLE ABOUT COMBE, ASK MYRTLE ABOUT FARMER (he doesn’t like the Ranger), ASK MYRTLE ABOUT RANGER (about now she leaves and bundles you outside), N, SE, S (church porch), WAIT (until 11.29 am when Myrtle arrives), WAIT, WAIT (she unlocks and goes in), S, (church nave), EXAMINE TABLE (you find some leather gloves), E (chancel), EXAMINE SEATS (you find a newspaper), W, N, N (outside church), E (cemetery), EXAMINE BENCH (find a carrier bag), GET BAG, EXAMINE BAG (contains nothing : this can be used to carry objects), PUT GLOVES IN BAG, PUT NEWSPAPER IN BAG. W, NW, SW (vicarage garden), S, KNOCK DOOR (Vicar arrives and invites you in), ASK REVEREND ABOUT CHURCH (he tells you he has left a box of books for the jumble sale in the scout hut: he gives you a key and asks you to get them), N, NE, NW, NE (Moor Lane West), UNLOCK DOOR (into scout hut), GET BOX, EXAMINE BOX (contains books and a battered pan), GET PAN, EXAMINE PAN, PUT PAN IN BAG, S, SW, SE, SW (vicarage), KNOCK DOOR (the vicar leaves so you will have to return later), NE, NW, E (library), BORROW MAP (need a ticket), ASK KRIETT ABOUT TICKET (need identification), GET BILL FROM POCKET, SHOW BILL TO KRIETT (she gives you a pink ticket), BORROW MAP, EXAMINE MAP, PUT BILL IN POCKET, W (The Green). NE, E (Moor Lane East), SE (door locked), KNOCK DOOR (ranger’s house), ASK RANGER ABOUT MOOR, ASK RANGER ABOUT BEAST, GET LEAFLET (survival leaflet), READ LEAFLET (need a weather proof kagoule and stout shoes before venturing onto the moor), NW, W, SW, N (outside pub), N (inside pub), EXAMINE PUBLICAN, BUY BEER, EXAMINE STOOL (find some matches), EXAMINE MATCHES, PUT MATCHES IN BAG, GET PASS FROM POCKET, SHOW PASS TO PUBLICAN, ASK PUBLICAN ABOUT MOOR, ASK PUBLICAN ABOUT BEAST, PUT PASS IN POCKET, S (as you start to leave he calls you back and gives you a kagoule which a tourist left behind: you automatically put it on), EXAMINE KAGOULE (waterproof), S, SE, SW (vicarage garden), KNOCK DOOR (the vicar answers and you enter), GIVE BOOKS (he takes the books and gives you a pair of sturdy shoes), N, DROP IRON KEY, REMOVE TRAINERS, DROP TRAINERS, WEAR SHOES, NE, NW. W, N (estate agents), EXAMINE DESKS, EXAMINE IAN, ASK IAN ABOUT HOUSES (he gives you the key and some details for Ivy Cottage), EXAMINE DETAILS, S, E, SE, NE (path), EXAMINE HEDGE (see a gate to the southeast), SE (overgrown garden), READ PLAQUE (Ivy Cottage), E (living room), GET RUCKSACK (this will replace the bag for carrying things), GET MATCHES FROM BAG, PUT MATCHES IN RUCKSACK, GET PAN FROM BAG, PUT PAN IN RUCKSACK, GET GLOVES FROM BAG, PUT GLOVES IN RUCKSACK, GET NEWSPAPER FROM BAG, PUT NEWSPAPER IN RUCKSACK, PUT MAP IN RUCKSACK, PUT DETAILS IN RUCKSACK, WEAR RUCKSACK, EXAMINE BAG (should contain nothing), DROP BAG, S (kitchen), OPEN DRAWER (handle falls off), EXAMINE DOOR (it’s bolted), UNBOLT DOOR, E (back garden), S (outhouse), GET TROWEL, EXAMINE TROWEL, PUT TROWEL IN RUCKSACK, N, WAIT (if necessary until the leaves rustle), EXAMINE LEAVES (you discover a tortoise), GET TORTOISE, EXAMINE TORTOISE, GET LADDER, EXAMINE LADDER, W (back to kitchen), N (living room : note the stairs are rotten), LEAN LADDER AGAINST STAIRS, U (bedroom), GET CANDLE (leave the vase), EXAMINE CANDLE, PUT CANDLE IN RUCKSACK, D, W (overgrown garden), GET BRICK, NW. SW, WAIT (until 2.00 pm when the jumble sale starts), E (church hall but there is nothing worth buying from the jumble sale stalls), ASK MYRTLE ABOUT JUMBLE, WAIT (until Myrtle offers you a raffle ticket), BUY TICKET, W, NW, W, W, READ PLAQUE, S (vet’s waiting room), EXAMINE POSTERS, EXAMINE RECEPTIONIST, S (surgery - must be carrying the tortoise: the vet is pleased to have Winston returned), ASK VET ABOUT BEAST, ASK VET ABOUT MOOR, ASK VET ABOUT SHEEP, EXAMINE PAINTING (note his enthusiasm for big cats), N, N, N, N (old quarry), EXAMINE SHACK, GET GLOVES FROM RUCKSACK, WEAR GLOVES, BREAK WINDOW WITH BRICK, EXAMINE WINDOW (notice a latch on the door), TURN LATCH (door swings open), W (into shack), EXAMINE CHEST, OPEN CHEST (contains a hammer and a leather pouch), GET HAMMER, EXAMINE HAMMER, GET POUCH, EXAMINE POUCH (contains gunpowder), PUT POUCH IN RUCKSACK, E, S (quarry lane), GET PEBBLES, S, E, E, SE, NE, SE, E (Ivy Cottage), S (kitchen), OPEN DRAWER (using the claw hammer), EXAMINE DRAWER (contains a tin opener), DROP HAMMER, GET TIN OPENER, PUT TIN OPENER IN RUCKSACK, N, W, NW, SW, NW (The Green), W, N (back to estate agents), GIVE KEY, DROP DETAILS, S. S (the stores), BUY FILM, PUT FILM IN RUCKSACK, BUY BEANS, PUT CAN IN RUCKSACK, BUY TORCH (comes complete with batteries), EXAMINE TORCH, PUT TORCH IN RUCKSACK, N, E, S (tea shoppe), BUY TEA (you are left with a plastic teaspoon), PUT SPOON IN RUCKSACK, N (The Green), WAIT (until Miss Myrtle shows up at 3.25 and tells you that you have won a large rug in the raffle), EXAMINE RUG, DROP TICKET, NE, E, E (farmyard), ASK FARMER ABOUT MOOR, ASK FARMER ABOUT BEAST, ASK FARMER ABOUT WEATHER, ASK FARMER ABOUT DOCTOR (note he is deaf), E (field), SE (rough pasture), W (deep ditch where you see a man lying on the bank groaning), EXAMINE MAN (a twitcher), ASK TWITCHER WHAT IS WRONG (he was trying to take a picture of a bird when he fell and broke his leg), U, NW, W, W, N (outside doctor’s house), NE (side of house where you can see the doctor in the conservatory), KNOCK DOOR (he doesn’t hear you because he is deaf), THROW PEBBLES (he sees them and asks if he can help you), SHOUT TO DOCTOR ABOUT TWITCHER (he calls an ambulance, grabs his bag and rushes off towards the farm), SW, S, E, E, SE, W (back to ditch where you now see the camera dropped by the Twitcher), GET CAMERA, GET FILM FROM RUCKSACK, PUT FILM IN CAMERA, E. N (meadow), EXAMINE GRASS (you discover a dead sheep), EXAMINE SHEEP (badly mauled and half-eaten), TAKE PHOTOGRAPH OF SHEEP, EXAMINE FENCE (you find some black fur), PUT FUR IN RUCKSACK, W (field - note if the farmer isn’t here you will find him in the adjoining locations), TELL FARMER ABOUT SHEEP (he hands you the key to the shepherd’s hut on the moor), PUT KEY IN RUCKSACK, SE (rough pasture), CLIMB GATE (steep path), U (Torrack Moor), GET MAP FROM RUCKSACK, NE (a few scraggly birch trees), EXAMINE TREES (covered in bark), GET BARK, PUT BARK IN RUCKSACK (to keep it dry), S, S (cliff face), N (dangerous path), EXAMINE BRACKEN (you discover a stout branch), GET BRANCH, S (back to cliff face), D (very steep path), D (river’s edge - must be carrying the stout branch), N, N (note that the bridge has been washed away), S, S, U, U (cliff-face), N, N (standing stones), EXAMINE TREE (looks unsafe), PUSH TREE (for a hint), GET TROWEL FROM RUCKSACK, DIG TREE (you dig a small hole next to the tree), DROP TROWEL, PUSH TREE (still won’t budge), GET POUCH FROM RUCKSACK, GET CANDLE FROM RUCKSACK, BREAK CANDLE (leaves you with a long wick which you can use as a fuse), ATTACH FUSE TO POUCH, PUT POUCH IN HOLE, GET MATCHES FROM RUCKSACK, LIGHT FUSE (you retreat behind a stone as it causes a rockslide), S, S (cliff-face), D, D (river), N, N (a tree and several rocks have formed a bridge across the river), E (there is still a gap), JUMP (to other side of the river). S (by hut), GET LARGE KEY FROM RUCKSACK, E (shepherd’s hut), DROP LARGE KEY, GET NEWSPAPER FROM RUCKSACK, PUT NEWSPAPER IN FIREPLACE, GET BARK FROM RUCKSACK, PUT BARK IN FIREPLACE, LIGHT FIRE, DROP MATCHES, GET CAN FROM RUCKSACK, GET PAN FROM RUCKSACK, GET OPENER FROM RUCKSACK, OPEN CAN, DROP OPENER, HEAT BEANS, GET TEASPOON FROM RUCKSACK, EAT BEANS (using the teaspoon), DROP CAN (empty), DROP TEASPOON, REMOVE RUCKSACK, DROP RUCKSACK, WAIT (until 6.40 pm when it gets dark), SLEEP (using the rug to keep you warm you sleep until morning), GET RUCKSACK, WEAR RUCKSACK, W (the sun is beginning to cast its rays across the landscape and you realise that this is the best time to see the beast), S (Eldrich Combe), SE, SE (pool), EXAMINE MUD (see paw-marks), TAKE PHOTOGRAPH OF PAW-MARKS, E (rocks where you see an animal carcass), EXAMINE CARCASS (the remains of a deer), TAKE PHOTOGRAPH OF CARCASS, SW (thicket), N (pool where you see a black beast and her cubs but they run off), U (ledge), WAIT (until the black beast returns to drink), TAKE PHOTOGRAPH OF BEAST (you return to the village and report your findings to the vet who arranges for the panther and her cubs to be taken to a wildlife park: you get an exclusive which please both you and your boss). SCORE 150/150 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com