Username: Password:
RegisterForgotten Password

Drear Cliff Manor (Drear_Cliff_Manor.txt)

DREAR CLIFF MANOR
The Software Works (1986)
Walk Through by Dorothy Millard (PC Version)


Scenario
You are invited by Lord Cuthbert Stoat III, owner of Drear Cliff Manor, to participate in a treasure
hunt.  You may keep anything of value that you find during your search if you can find a safe place
to keep it.  However there are some perils connected with this treasure hunt, so be on your guard. 
A similar invitation has also been sent to three other persons, which may add an element of danger
to your search.

Notes
1. SAVE often as there are two other adventurers in the manor who may beat you to certain objects or
kill you.
2. When you get to the basement storeroom, if the lamp isn't there, someone has beaten you to
it and it will be necessary to start again.
3. If the piggy bank in the bedroom is broken when you get there, and the contents stolen, you will
have to start again.
4. When you hear an ominous rustling noise behind you type SHOOT ........ the direction you have
just come from, for instance if you have just entered a room from the west and hear a noise behind
you type SHOOT EAST.  Sometimes you miss and are killed.  If this happens you have no choice but to
restore from your last saved position.   When you kill the attacker they will drop a brass key which
you should get.
5. Once you have the brass key from the attacker you can unlock the door of the room south of the
study and east hall.  This is a safe place to leave treasures - make sure you lock the door when
leaving. 
6. Until you have shot the invisible attacker anything dropped will be stolen and dropped in another
random location.
7. If the "Ornery Man" picks up any valuable items they can be retrieved later in the
bedroom where you find the gold ring.
8. Do not shoot the "Ornery Man", as he has to be alive to solve one of the puzzles.  

Walk Through
(Start in front of Drear Cliff Manor, a Scottish mansion reputed to have been build in the 16th
century), N (foyer), N, N, D (basement), W, W, S (storeroom), GET LAMP, LIGHT LAMP, N, E, E, U
(hall), S, U (second floor landing), S, E, E, S (bedroom where you see a piggy bank), GET PIGGY
BANK, N, W, W, N, D, S (foyer), GET REVOLVER, N, E, N (sitting-room), GET SILVER COINS, E, E
(study), OPEN DESK, GET BULLETS, LOAD REVOLVER (if you hear an ominous rustling noise behind you
SHOOT....... direction you have just come from - the attacker drops a brass key so DROP REVOLVER,
GET KEY), INVENTORY (carrying a white card), READ CARD (an invitation to join the treasure hunt),
DROP CARD, W, W, S, W. S (foyer), S (main entrance), S, S, S, W, W, GET PAPER, READ PAPER (hints for
when you find the Philosopher's Stone), DROP PAPER, W, W, N, N, E, N, N (south end of stables),
GET SHOVEL, S, E, E (verandah), W, W, S, E, E (drive), N, N (entrance to mansion).

N, N, W, N (dining room), GET KEYS, S, W, S (kitchen), GET PIG (ignore the knife and can opener), N,
E, E, N, D (basement), UNLOCK DOOR WITH KEYS, E (underground laboratory), PUSH WALL (reveals a room
to the north), N (older section of the laboratory), E (storeroom), PUSH BOOKCASE (reveals a passage
to the north), N (dank underground east/west passage), E, N, N (low east/west passage where the pig
unearths a pile of truffles and wanders off), GET TRUFFLES, W, W (the door west is locked), UNLOCK
DOOR (it is rusted shut), SHOOT LOCK (door opens - there is nothing beyond this location unless you
are looking for objects which have been stolen and randomly placed), E, E, E, S, W, W (back to
laboratory), W, GET STONE (philosopher's), S, W, U  (central hall), S, E, E, E, S (if you haven
heard an ominous rustling noise and obtained the brass key, you must wander around until this
happens), UNLOCK DOOR WITH BRASS KEY, W (room containing jade sculpture), DROP SILVER COINS, DROP
TRUFFLES, BREAK PIGGY BANK (reveals rare coins), E, LOCK DOOR WITH BRASS KEY, N, W, W, W.

N, N, E (verandah where you see a brick wall to the north), DROP STONE (it disappears, leaving an
arrow pointing north and a hole in the wall), N (into ornate maze of shrubbery), N, N, N, N (secret
corner of the maze), DIG (discover a small chest), DROP SHOVEL, GET CHEST, OPEN CHEST (full of
money), S, W (gazebo), S, S, S, S, S, S (main entrance), S, S, S, S, S, S (mansion gates at end of
driveway), W, W (southwest corner of estate), CLIMB TREE, GET SAPPHIRE EGG, D, N, N, E, E (dirt
road), E, E, N, N, N (main entrance), N, N, E, E, E, S, UNLOCK DOOR WITH BRASS KEY, W, DROP CHEST,
DROP SAPPHIRE EGG, E, LOCK DOOR WITH BRASS KEY, N, W, W, W.

U (second floor landing), S, E, S (bedroom), GET CERTIFICATES, MOVE DESK (reveals a secret passage
down), GET CHAIR, D (large bare stone room), E (there is a hole to the east but it is too high), GET
OPALS, DROP CHAIR (it is now sitting under the hole), U (crawlway), N, N (intersection in the
basement), E, E (by cell), S, W, W (laboratory), S, W, U (central hall), S, E, E, E, S, UNLOCK DOOR
WITH BRASS KEY, W, DROP OPALS, DROP CERTIFICATES, E, LOCK DOOR WITH BRASS KEY, N, W, W, W, U (second
floor landing), S, E, E, N (bedroom), GET JEWELRY BOX, OPEN BOX, GET DIAMOND TIARA, GET PEARL
NECKLACE, S, W, W, N, D (central hall), E, E, E, S, UNLOCK DOOR WITH BRASS KEY, W, DROP DIAMOND
TIARA, DROP PEARL NECKLACE, LOCK DOOR WITH BRASS KEY, N, W, W, W, W, W, S, E (pantry), OPEN CUPBOARD
(reveals a dumb-waiter to the rooms above and below), U (closet), GET MAP, READ MAP (shows a section
of the gardens), DROP MAP, N, N, E.

U (third floor landing), S, E (east end of attic), OPEN TRUNK, MOVE CLOTHES, GET RUBY PENDANT, W, W
(west end of attic), MOVE BOX (reveals a hole to the room below), D (west hall), OPEN DOOR (can only
be opened from this side), W, S (corner room), GET PAINTING (by Monet), N, N (another corner bedroom
where you see a bed with a lump and a sheet pulled over it), MOVE SHEET (reveals the corpse of a
woman with a gold ring on her finger - note DO NOT get the ring or the corpse will attack and kill
you), S, N (repeat S then N until you see the ornery man lying dead on the floor of the bedroom,
together with everything he was carrying and the gold ring), GET GOLD RING (note don't wear it
yet), GET ........... (anything else of value that the ornery man may be carrying), S, E, E, E, N, D
(central hall), E, E, E, S, UNLOCK DOOR WITH BRASS KEY, W, DROP PAINTING, DROP RUBY PENDANT, DROP
DIAMOND TIARA, DROP.......... (any valuables obtained from the ornery man but keep the gold ring),
E, LOCK DOOR WITH BRASS KEY, N, W, W, W.

N, D, E, N, E, N, E, N (passage outside the troll's cell), WEAR RING (now invisible), E (cell),
UNLOCK TROLL (he looks about suspiciously but cannot see you and leaves - you must follow him), W,
N, W, S (featureless passageway where he opens a secret door), E, E (troll's lair where he
falls asleep), GET DEED, W, PULL LEVER (wall opens), W, N (intersection), E, E, S, W, W (back to
laboratory), W, S, W, U, S (central hall), READ DEED (the deed to Drear Cliff Manor), E, E, E, S,
UNLOCK DOOR WITH BRASS KEY, W.

CONGRATULATIONS!    You have won the game.
Score 350/350 - Master Adventurer.



Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

*****************************************************
Displayed on the Classic Adventures Solution Archive:
http://solutionarchive.com