GHOUL MANOR Walk Through by Dorothy Millard (Spectrum Version) Scenario Our man Pierre Throo-Glasses, top chef at the Pig & Whistle, wasn’t to know that a client he was to cater for, Count Yorluk Istarz of Ghoul Manor, Spookville, England, was none other than COUNT DRACULA himself. Nor was he to know that the guests were to include the likes of Baron Frankenstein, his creation, The Monster, and its side-kick Egor! And if that wasn’t enough the Mummy, the Hand, an Ugly Witch AND the Werewolf would all be there. To top all that off the grounds are guarded by a pack of man-eating dogs. It was when Pierre found out that he would be cooked in a cooking pot and served to his guests that he decided to escape from Ghoul Manor. Monsters 1. Egor Shoot twice with gun 2. Bat Shoot with gun 3. Frankenstein Shoot nitro with gun when he is in the same room (note DO NOT pick up the nitro). 4. Baron Shoot with gun 5. Werewolf Shoot with gun containing silver bullet. 6. Hand Pick up with tongs and burn it in fire grate. 7. Mummy Give bandage 8. Witch Say brook (clue when you read the book) 9. Doll Remove pins 10. Dracula Stab with stake in room with coffin. Notes · Save very often as it is extremely easy to get killed. · Each monster, Dracula, Baron, Witch, Hand, Mummy, Frankenstein and Egor, patrols its own area and movement is random. When you have met a monster four times you will be killed. · You must dispatch the witch and doll before you have made 100 moves. · You must kill Egor, The Bat, Frankenstein and The Baron before you load the silver bullet to kill The Werewolf. · All monsters must be dispatched before you can kill Dracula. · Do not let Dracula see you when carrying the stake or he will kill you. · You can relight the fire once but cannot put it out again. · You can only carry 5 objects at a time. Walk Through (Start in a pot on top of a cooking range in the kitchen), D (it’s dark), INVENTORY (carrying a box of matches and wearing wet clothes), LIGHT MATCH, D, LIGHT MATCH (bottom of steps), S, LIGHT MATCH (dusty room), GET LAMP, LIGHT MATCH, LIGHT LAMP, DROP MATCHES, N, U (back to kitchen), GET KETTLE (full of water), E, E, N, E, E, N (northwest corner of library), LOOK LIBRARY (find a book “Beginners Guide for Spelling”), GET BOOK, EXAMINE BOOK, (clue for dealing with the witch), DROP BOOK, S, S, S, W, S (main hall), D, N, E (meet the witch with a doll in her hand), SAY BROOM (witch dissolves), GET DOLL, REMOVE PINS (they vanish into thin air), W, S, U (back to main hall). N, E, E, S (drawing room by fire), DROP KETTLE, GET TONGS, GET STICKS, E (study), GET KEYS, W, N, N, N, W, W, W, S, W, W (kitchen), UNLOCK DOOR, N (small yard), N (shed), REMOVE CLOTHES, DROP CLOTHES, GET OVERALLS, WEAR OVERALLS, GET NAILS, MAKE CROSS (using sticks and nails), GET LOG, S, S, U (top of servant’s hallway), E, S, W, S (master bedroom), UNLOCK CUPBOARD, DROP KEYS, GET GUN, E, D (main hall), N, E, E, N (south library), WAIT (if necessary until the baron appears), SHOOT BARON (he is dead), DROP GUN, S, S (drawing room by fire) DROP GUN, N, W, W, S (main hall), U, N, N, N (bedroom), GET KNIFE, MAKE STAKE (from the log), DROP KNIFE (broken anyway), WAIT (if necessary until the hand is present), GET HAND (using tongs), S, S, S, D (main hall), N, E, E, S (drawing room by fire), BURN HAND (it has been destroyed), DROP TONGS. N, N, N, W, W, W, S, W, W (kitchen), U (top of servant’s stairway), E, S, W, S (master bedroom), GET KEYS, N, E, N, W, D (back to kitchen), E, S, W, S, S, E (south end of dining room), GET SILVER (candlestick), E, N, E, N, N, E, E, E, S, S, S (drawing room by fire), MAKE BULLET (silver), DROP CROSS, DROP STAKE, GET KETTLE, OUT FIRE (using the water in the kettle – there is a narrow gap behind the fire grate with steps leading down), DROP KETTLE, N, N, GET GUN, S, S (back to drawing room), D, N, D (bottom of steps), W (underground passage), S, U (top of steps), WAIT (if necessary until you meet Egor), SHOOT EGOR (he is only wounded), SHOOT EGOR (this time he dies), E, E (small room), GET BANDAGE (ignore the red herring), W, W, D. N, N, W (by locked door into the tower), UNLOCK DOOR, N (bottom of steps), U, U, W (laboratory where you see a jar of nitro-glycerine), WAIT (if necessary until Frankenstein is present), SHOOT JAR (he is caught in the blast and buried in the rubble), E, D, D, S, E, S, E, U, S, U (drawing room) SHOOT GUN, SHOOT GUN (so it is now empty), LOAD GUN (with silver bullet), N, N, N, W, W, W, S, W, W (kitchen), D, E (underground passage), S, S, WAIT (if necessary until the mummy is present), GIVE BANDAGE (to mummy who now won’t bother you), U, SHOOT WEREWOLF (silver bullet kills him), N, E, E, S (drawing room), GET STAKE, N, W, W, S (main hall), E, UNLOCK DOOR (make sure you have removed and dropped your clothes and are wearing the overalls and are carrying the raw meat), S (you are on a porch outside the main entrance to the manor – hurrah you’re free). THE END ***************************************************** Displayed on the Classic Adventures Solution Archive: http://hjem.get2net.dk/gunn/