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Beast of Torrack Moor, The (Beast_of_Torrack_Moor.txt)

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

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