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Danger Mouse in the Black Forest Chateau (Danger_Mouse_in_Black_Forest_Chateau.txt)

DANGER MOUSE IN THE BLACK FOREST CHATEAU
Thorn EMI
Walk Through by Dorothy Millard (C64 Version)


Scenario
As Danger Mouse, together with your faithful assistant Penford, you have traced the source of the
puzzling Pi-beam to a place deep in the Black Forest and must now seek it out.

Walk Through


PART 1

(Start in a clearing), GO HUT, TAKE SHOVEL, HIDE IN FOREST, CLEAR SNOW (you uncover some rope), PICK
UP ROPE, GO CLEARING, GO HUT, TAKE AXE, FOLLOW TRACK, FOLLOW MURKY MOAT, ENTER FOREST, CHOP WOOD,
TAKE LOGS, FOLLOW TRACK (back to clearing), GO HUT, TAKE BOTTLE (note the hacksaw is a red herring),
FOLLOW TRACK, CROSS BRIDGE (note there is no way past the bear), MAKE A RUN FOR IT, FOLLOW MURKY
MOAT, FOLLOW MURKY MOAT, ENTER FOREST, GO DOWN STREAM, FOLLOW TWISTY PATH, TAKE LANTERN (note the
pick axe and empty sack are red herrings), ENTER MINE, EXPLORE MINE, TAKE OLD BUCKET (leave the
ring), RETRACE STEPS, LEAVE MINE, KEEP LAMP, GO STREAM, CROSS STEPPING STONES (you are halfway
across), FILL BOTTLE WITH WATER (you notice a ring which you take), TURN BACK, FOLLOW STREAM, ENTER
FOREST, FOLLOW TRACKS (back to clearing).

EXAMINE TREE (don't worry about the mechanical owl), CLIMB TREE, TAKE SKELETON KEY (you climb
back down), GO CLEARING, FOLLOW TRACKS, FOLLOW MURKY MOAT, FOLLOW MURKY MOAT, LAUNCH THE BOAT (using
the logs as rollers), ENTER BOAT, CLIMB UP USING ROPE (a werewolf here is sleeping), TAKE HERRING
(note the milk and pepper pot are red herrings), CLIMB UP STONE STEPS, CONTINUE TO THE TOP (you are
in a small room), TAKE FEATHER, CLIMB ONTO LEDGE (a gust of wind catches you and you find yourself
in the moat... you climb out to the bank of the murky moat), GO TOWARDS BRIDGE, GO CLEARING, GO HUT,
KEEP BOTTLE, ENTER HUT, TAKE GARLIC, GO DOWN TO CELLAR (a gorilla is here), GIVE FEATHER (he
chuckles and lets you past into a smuggler's cave), TAKE COMPASS (the powder keg is a red
herring), GO TOWARDS LIGHT (you find yourself at the chateau entrance).

FOLLOW MURKY MOAT, FOLLOW MURKY MOAT, ENTER FOREST, GO UP STREAM (you are lost in dense forest...
your compass points forward), PRESS ON, PRESS ON, PRESS ON, PRESS ON (you come across a hermit
crab), GIVE HIM THE RING (he gives you a flask of moonshine in return), GO CLEARING, FOLLOW TRACKS,
FOLLOW MURKY MOAT, FOLLOW MURKY MOAT, ENTER BOAT, CLIMB UP USING ROPE, KEEP HERRING (the chef stirs
and wakes), GIVE HIM THE FLASK (he gulps down the moonshine and falls into a deep sleep), ENTER DARK
PASSAGE, PRESS SWITCH (this turns off the heat in the conservatory making the plant sluggish, as it
doesn't like the cold), GO THROUGH EXIT, EXAMINE PLANT, ENTER GARDEN, OFFER RED HERRING (to the
cat who is fooled and takes it away for later).

FILL BUCKET (with murky moat water), ENTER CONSERVATORY, ENTER CHATEAU, GO ALONG PASSAGE, HOLD UP
GARLIC (has no effect), THROW THE MURKY WATER, ENTER HALL (to the entrance hall of the chateau), GO
WIDE STAIRS (you hear someone at the top), GO DOWN DARK STAIRS, EXPLORE VAULT, EXAMINE SKELETON,
UNCHAIN SKELETON (note the number printed on the bone... as you unlock the last chain a large net
drops on top of you... it appears that you have fallen for a fiendish trap... the skeleton drops you
off into the dungeon depths... here he locks you in an iron cage, which hangs over a burning
brazier... will you be able to hang on or... will Penfold be in hot water... find out in Part 2).


PART 2

(On the first screen note the skeleton bone number - the cage has a combination lock), TYPE.......
(the lock clicks and springs open... you are in a dank dark dungeon), TAKE FILE, ENTER PASSAGE, S,
S, S, S (to the bottom of a dark pit), CUT PADLOCK (using the file), LEAVE STORE ROOM, RETURN MAZE,
N, N, E, E (cellar), TAKE NOTHING, CLIMB STEPS (to a small room at the top of a tower), TAKE THREAD,
DOWN STEPS, TAKE NOTHING, ENTER MAZE, W, W, W, S, W (to a dusty passage filled with cobwebs), GO
PASSAGE, GIVE THREAD TO SPIDER.

CLIMB STEPS, GO EXIT, GO STABLE, TAKE CROWBAR, RETURN YARD, GO MOUSEHOLE, ENTER DUNGEON, TAKE KNIFE,
ENTER PASSAGE, S, E, E, TAKE NOTHING, CLIMB STEPS, EXAMINE WINDOW, LEVER WINDOW OPEN (using the
crowbar), CLIMB ONTO LEDGE, LOOK DOWN (you fall into a pile of straw - leave the needle as it is a
red herring), ENTER STABLE, TAKE PLIERS, RETURN YARD, GO MOUSEHOLE, ENTER DUNGEON, KEEP KNIFE, ENTER
PASSAGE, S, E, E, TAKE NOTHING, TUG BELLROPE (you fall to a dark cellar), GO DOORWAY (it is nailed
shut from the other side), EXPLORE CELLAR (you find a small grate), ENTER DUNGEON, KEEP KNIFE, ENTER
PASSAGE, S, E, E, TAKE NOTHING, CLIMB STEPS, CLIMB ONTO LEDGE, ENTER LIBRARY, ENTER CORRIDOR, ENTER
MUSIC ROOM, TAKE FLUTE, LEAVE MUSIC ROOM, DOWN STAIRS, PULL NAILS (using the pliers), GO DOOR
(cellar).

TAKE LADDER (note it won't fit through the grate), GO DOWN, CLIMB STAIRS, ENTER LIBRARY, CLIMB
WINDOW, ENTER TOWER, DOWN STEPS, TAKE NOTHING, ENTER MAZE, N, W, N (dungeon), TAKE TONGS, ENTER
PASSAGE, S, S, S, S (bottom of pit), CLIMB TO LEDGE (using the ladder), TAKE KEY (using the tongs -
do not attempt jumping across the pit), CLIMB DOWN LADDER, ENTER STORE, TAKE BASKET, LEAVE STORE,
RETURN TO MAZE.

N, W, W, W, GO PASSAGE, CLIMB STEPS (to museum), EXAMINE DISPLAYS (a snake slithers towards you and
you dive for the nearest exit - you are in the courtyard), ENTER STABLE, TAKE ROPE, RETURN YARD, GO
MOUSEHOLE, ENTER DUNGEON, TAKE KNIFE, ENTER PASSAGE, S, S, W, W, W, GO PASSAGE, CLIMB STEPS (to
museum), PLAY TUNE (on the flute - the snake is mesmerised by the sound of the flute and crawls into
the basket), EXAMINE DISPLAYS, TAKE DINOSAUR EGG, GO STEPS, DOWN STEPS, LOOK PIT (you slip and fall
into the pit), ENTER STORE, TAKE PEGS, LEAVE STORE, RETURN MAZE, E, N, N, E (cellar), TAKE GLUE,
OPEN COFFIN (Count Duckula leaps out, the egg breaks and Duckula runs from the room - good job you
have that peg), KEEP GLUE, TAKE CAPE.

ENTER MAZE, W, W, W, S, W, GO PASSAGE, CLIMB STEPS (to museum), EXPLORE FURTHER (you are amongst
dinosaur skeletons), CLIMB UP SKELETON (to halfway), CLIMB UP SKELETON (to the head), JUMP TO
BALCONY (using Duckula's cape you glide across), EXAMINE PORTRAITS (there is a catch under one
edge of the painting), RELEASE CATCH (using the knife - you swing the painting forward to reveal a
passage - as you enter the passage the panel swings shut behind you... you are in a secret passage,
but you need the map before you can get anywhere), GO RIGHT (to a corridor), ENTER LIBRARY, EXAMINE
SHELVES (sometimes this takes a few attempts so keep trying - until the bookcase swings back when
you give it a push and you tumble into a secret room), GET MAP.

DOWN STEPS (into the maze), N, W, W, W, GO PASSAGE, CLIMB STEPS (to museum), EXAMINE DISPLAYS,
EXPLORE FURTHER (there are heaps of broken bones around you), GLUE BONES TOGETHER, CONTINUE TO GLUE
(three times until all the bones have been glued back in place), CLIMB UP SKELETON (to halfway),
CLIMB UP SKELETON, JUMP TO BALCONY, RELEASE CATCH (you are back in the secret passage), GO LEFT (to
balcony), CLIMB TO LEDGE (using the rope), ENTER TOWER, DOWN STEPS (to cellar), ENTER MAZE, W, W, W,
S, W, GO PASSAGE, CLIMB STEPS, EXAMINE DISPLAY, EXPLORE FURTHER, GLUE BONES TOGETHER, CONTINUE TO
GLUE (until all the bones have been glued back in place), GO DISPLAY CASES, GO EXIT, GO MOUSEHOLE,
ENTER DUNGEON, KEEP KNIFE, ENTER PASSAGE, E, S, E (cellar), TAKE MIRROR.

ENTER MAZE, W, W, W, S, W, GO PASSAGE, CLIMB STEPS, EXAMINE DISPLAY, EXPLORE FURTHER, CLIMB SKELETON
(to halfway), CLIMB SKELETON (to the head), JUMP TO BALCONY, RELEASE CATCH (to secret passage - your
map shows an exit right), GO RIGHT (you have found a back way into the pi-beam control room), GO
CATWALK (using the key), PUT MIRROR IN SLOT, ENTER OBSERVATORY, EXAMINE MACHINE, PRESS GREEN BUTTON
(a humming noise comes from the beam machine), PRESS RED BUTTON (a blinding beam of light shoots
from the machine, strikes the mirror and bounces back to the machine - there is a loud explosion, it
destroys itself.

Back in London, Colonel K. calls,
Well done, you have saved the world yet again.
It's a pity that Bounder Greenback got away, but at least you made
sure that his plans were nothing more than pie in the sky.


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

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