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Ooze: Creepy Nites (Ooze.txt)

OOZE - Creepy Nites from Dragonware Games

                 Solution by Neil Shipman

Thanks to John Trevillian and the staff at Confidential for all 
their help in completing this adventure.

Your objective is to make friends with the ghosts haunting Carfax 
Abbey and destroy the demon Ooze.

Your condition when you start is:

                          Courage   : 10
                          Charisma  : 10
                          Health    : 10
                          Hitpoints : 10

Certain actions will increase or decrease these values and it is 
impossible to overcome some of the nasties unless your condition, 
especially the courage element, is high enough.

Only those items which are of any use in completing the game are 
mentioned in this solution. The number of red herrings is 
phenomenal!

You will automatically sleep two or three times during the 
adventure, either on the floor or (if you've visited them) in the 
upstairs or downstairs bedroom. You'll then have to pick up this 
solution from where you left off.

You start in front of Carfax Abbey carrying a brass key and a bag 
of jelly-babies.

N, U to Front Porch
SIT in chair
GET UP (Courage +2)
UNLOCK DOOR WITH KEY
N into darkness
TURN ON LIGHT (Ludus appears and throws a fireball at you)
WAIT (Courage +2. If you don't wait then Courage -1)
GET DUST
E into Drawing Room (Murx appears and sets a riddle - See Riddles)
W, W, W to Corridor
LOOK IN POCKET of overall (You find a piece of chalk)
GET CHALK
DROP DUST
LOOK AT DUST (Footprints emerge)
DRAW CIRCLE WITH CHALK (Wandering Souls materialise)
ASK SOULS ABOUT OOZE (They give you a gem)
FREE SOULS (You've befriended 1 Ghost. Courage +1  Charisma +1)
E, E to Entrance Hall
U (You're asked if you want to take the stairs on the left. It 
doesn't matter which side you take so answer either...)
YES or NO
BREAK COBWEB (If you go up both the left and right stairs during 
the game you must do this once on each side. Failure to do so 
results in Charisma -1)
U, U to Parapet
E, E, S, S to Music Room
LOOK AT LAMP (You see a faint bulb)
GET BULB
N, N, W, W, D, D, D, N to Passage
GET LANCE
N to Corridor
LOOK AT DOORKNOB (You notice the keyhole)
LOOK THROUGH KEYHOLE (A loaded crossbow points at the door)
PRESS HANDLE (An arrow hits the door)
N into Parlor
UNTIE ROPE
GET ROPE
S, W to Corridor
BREAK DOOR WITH LANCE (Breaking it with your hands results in 
Health -1)
N into Bedroom (Now, when you fall asleep downstairs you'll wake 
up in this room)
S, E, S to Passage
LOOK AT CHANDELIER (The bulb is unlit)
SWAP BULB (Now you can see what you're doing)
OPEN TRUNK
LOOK IN TRUNK (You find a pickaxe)
GET PICKAXE
S, U left or right stairs so answer...
NO or YES (BREAK COBWEB if you haven't been up this side before)
U, U, E, E, S, E to Bedroom (Now, when you fall asleep upstairs 
you'll wake up here)
MOVE TABLE (A bricked-up wall is revealed)
BREAK WALL WITH PICKAXE (Marie is released and you're suitably 
rewarded! You've befriended 2 Ghosts. Courage +2  Charisma +2  
Health +1)
OPEN DRAWER (You find some twine/thread)
GET TWINE
TIE TWINE TO BAG of jelly-babies
DROP BAG (Ludus appears and hovers over it)
PULL TWINE (Ludus finds this a great joke. You've befriended 3 
Ghosts. Courage +1  Charisma +1)
W (with Marie following you)
N, W, N, W into Ballroom (You meet a rusty Lancelot who drops a 
battle-axe)
W to Passage
LOOK AT CEILING (You notice a hatch)
OPEN HATCH WITH LANCE (A ladder drops down)
U (Marie meets up with Holunder. You've befriended 4 Ghosts)
DROP KEY AND BAG AND TWINE AND BULB AND LANCE AND PICKAXE which 
are no longer of any use
S, W, S to Trophy Room
GET TROPHY (You take a bear. Carrying this results in Health -1 
every 6 moves)
N, E, N, E, N, W to Kitchen 
OPEN DOOR (Do you really want to?...)
YES (You're so frightened by the rats which rush out that you drop 
the bear's head which they then set about gnawing)
W into Locker
GET BOTTLE AND STOOL
E to Kitchen (The rats are still gnawing away)
E, S, E, S, E, S, S to Music Room
PLAY HARPSICHORD
AGAIN
AGAIN (A hole opens in the south wall)
S, S, S, S, S, S through the Realms of the Dead (You meet Cheez 
who gives you a ring and you're returned to the Music Room)
N, N, W, W, D, D, D, W, W to Corridor
W (A slimy ghoul is destroyed by your ring. Hitpoints +1)
W, W to Cemetery (A woman fighting zombies asks for your help)
HELP WOMAN (She gives you the Stone of Danger. Courage +2)
N, E, N, U to Outside Chapel (Voices can be heard inside)
QUIETLY OPEN DOOR (You find Deaddy and Slime playing cards)
PLAY CARDS (You've befriended 6 Ghosts. Courage +2  Charisma +1)
LOOK (You see an altar)
LOOK AT ALTAR (There is a bowl on it)
LOOK IN BOWL (You find a host)
GET HOST
S
DROP STOOL
GET LANTERN
D, S, E, E, E, N, N, E, N to Staircase
D, D, D into Torture Chamber (Foltair gets ready to slash your 
throat)
WAIT (Foltair grabs you and puts you on the rack)
RUB GEM (The Wandering Souls appear and restrain Foltair)
GET UP
LOOK (You see a pot)
LOOK IN POT (It's full of bubbling oil)
CAREFULLY FILL BOTTLE with oil (If you don't do it carefully this 
results in Health -1)
RUN UP STAIRS (You evade Foltair. Courage +1)
S, W, S, S, U, (YES or NO), U, U, W, N, E to Ballroom
OIL LANCELOT (You've befriended 7 Ghosts. Courage +1  Charisma +1)
GET AXE
E, S, E, N, U to Stairs to Tower
U (The stairs collapse leaving a hole)
TIE ROPE TO AXE
THROW AXE UP (It fastens to a post)
CLIMB UP ROPE (N.B If this doesn't work try CLIMB ROPE UP)
U, U to Tower (Horus is despairing the passing of time)
STOP CLOCK (You've befriended 8 Ghosts. Courage +1  Charisma +1)
D, D
CLIMB DOWN ROPE (N.B. If this doesn't work try CLIMB ROPE DOWN)
D, S, W, W, D, D, D to Entrance Hall
(When you wake after falling asleep at some stage in the game the 
text will end with either "When I wake up it is already getting 
dark" or "The sun has almost set". Don't try the following moves 
unless you've got the latter response!)
S, D to Front of Stairs below Front Porch (where an eastern exit 
will have opened up)
(N.B. If you venture outside here when you haven't got the second 
response then the fog is likely to get you. This results in 
Courage -1  Health -3  Hitpoints -3)
E, D, D, E to Wine Cellar
LOOK AT BARRELS (You see a tap)
TURN TAP (Wine splashes onto the floor)
DRINK WINE (Vino appears. Courage +2)
PRAISE WINE (You've befriended 9 Ghosts.  Courage -1  Charisma +1)
W, U, U, W, U, N to Entrance Hall
U, (YES or NO), U, U, E, E, N, U to Stairs to Tower (where the 
hole appeared)
(N.B. Before attempting the following moves you must have 
befriended all 9 Ghosts and your condition should be approximately 
Courage 26  Charisma 18  Health 10  Hitpoints 13)
CLIMB DOWN HOLE (You meet the dreaded Ooze)
THROW HOST AT OOZE (He retreats into darkness)
FOLLOW OOZE
KILL OOZE WITH STONE OF DANGER

                          Final Message

    Congratulations, you made it, you killed Ooze and gave
    back freedom to the ghosts. They will be grateful forever.
    Think of 'em when you hear funny noises, see beheaded
    ghosts or wandering corpses next time.


             The Riddles - and (most of) the Answers

The first time you meet Murx he'll give you a riddle. CALL MURX to 
make him re-appear (try a bit later if he won't come first time). 
He then gives you the choice of having a new riddle (by typing 
YES) or answering the last one (by typing NO). There are 12 
riddles and Murx will give you a hint for each one you get right.


 1   Can you tell me what a dozen gum-trees with 30 leaves each 
     could be?

     ANSWER YEAR

 2   Tell me what stinks when alive and smells beautifully when 
     dead.

     ANSWER PIG

 3   Tell me what goes through a door without having to open it,
     what sits on a stove without burning itself and
     what is sitting on a table without feeling ashamed!

     ANSWER MOONLIGHT

 4   My word consists of 5 letters. I add two and it shrinks.

     ANSWER SMALL

 5   The one who produces it, doesn't tell it,
     the one who takes it doesn't know it
     and the one who knows it, doesn't want it.

     ANSWER ?????

 6   Do what I say but not as I do. Say boots without shoes.

     BOOTS WITHOUT SHOES

 7   The one who makes it, doesn't need it,
     the one that buys it, hasn't got any use for it and
     the one that needs it, doesn't feel it.

     ANSWER COFFIN

 8   Tell me an animal only a virgin can catch!

     ANSWER UNICORN

 9   It has a hat but no head, a foot but no shoe.

     ANSWER ?????

10   Onwards it is the greatest good for any creature, backwards 
     it's the rival of any priest.

     ANSWER LIVE

11   If you need one and it won't work, you'll never need one 
     again!

     ANSWER PARACHUTE

12   Whom you gonna call in this house?

     ANSWER GHOSTBUSTERS


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