HOB'S HOARD by Dennis Francombe Zenobi Software Spectrum 128 This is a very interesting but difficult game, as it tends to use colloquial, every day language and uncommon verbs and phrases, and clues written in code. You learn quite a bit of the history of the area. The story line is good, as are the setting descriptions, and the ambience. You need to use GET (not TAKE). Watch out for plurals, as putting an "s" on the end of a word negates the entire command. Frequently more than two words are needed. Actions need to be performed in a certain order. You spend much time trying to determine what to ask and how to ask it. Mapping the game is also not easy. The notebook is a letter-substitution cipher. When deciphered, it gives a clue about how to proceed in Part 2. Apparently you can ask Roper about the codes, but I have not been successful finding the correct words. You are John Creston, investigating the murder of your brother, Martin. Part 1: INVENTORY (you have a notebook and money),HELP (clues are given in code; you must visit the four places named in the coded message), EXAMINEINE BUREAU (locked), W, UP, N, EXAMINE TRAPDOOR (you can't reach it), STAND ON CHAIR, OPEN TRAPDOOR, UP, EXAMINE ATTIC, EXAMINE CHEST, EXAMINE LID, EXAMINE MESSAGE (you copy it into your notebook), DOWN, S, W, EXAMINE TABLE, GET WALLET, EXAMINE WALLET (credit card), S, E, N, DOWN, E, EXAMINEINE FIREPLACE (bell-pull), PULL BELL (Mrs. Pinnigar arrives with keys), SAY TELL ME ABOUT HOARD (she says to ask the vicar), GIVE KEYS TO ME, UNLOCK BUREAU, READ MESSAGE, GET NOTE, READ NOTE (you read that Martin came upon the first clue in the house and that Jemmy has the sailing directions), DROP NOTE, S (you note that the house was built in the age of priestholes). EXAMINE PANELLING (no way through this side), W, S, S, S, W (you see the vicar who tells you that the spire looks like God's finger), SAY TELL ME ABOUT HOBS HOARD (The vicar tells you Matthew Hob was the captain of the wreckers who used to lure ships aground by setting a light on Beacon Rock and turning out the lantern on the headland. Then they murdered the survivors and plundered the cargo), E, S, E, N (you see Duggie Hall, the innkeeper and Jemmy Trevithick, the fisherman who is thirsty), SAY TELL ME ABOUT HOBS HOARD (he tells you to talk to Jemmy), BUY JEMMY A BEER. He tells you he was helping Martin. They were going out to the wreck before he was killed. He had the sailing instructions he found at the hall. He said the answer was at the wreck. SAY TAKE ME TO THE WRECK. Jemmy says he needs his chart from his cottage and to get scuba gear. First you need to look at Beacon Hill. Go S, E, E, N, N, N, N, N, N (you see Ern), BOARD FERRY, N, EXAMINE TOWER, DOWN, UP, S, E, UP, UP, EXAMINEINE SLAB, WIPE SLAB, EXAMINE SLAB (the Armada beacon stood here), W, S, S, N, N, N, RING BELL, BOARD FERRY, S, S, S, W, GET CHART, OUT, S, S, S, W, S, HIRE SCUBA GEAR, N, E, N, N, N, N, N, N, N, N, W, UP, W, DOWN, BOARD DINGHY, EXAMINE COAST, WEAR SCUBA, E, DIVE DOWN (you see the wreck), UP, BOARD DINGHY, EXAMINE COAST, MARK CHART (you draw a line from the Spanish wreck to the beacon and from the church spire to Lantern Head – they cross at the church graveyard), DROP SCUBA, BUY BEER FOR JEMMY. You arrange to meet tomorrow at Jemmy's cottage. End of Part 1. Part 2: GRAVEYARD, INVENTORY (you have a notebook, money and a credit card), EXAMINE NOTEBOOK (now translated), W, S, S, S, EXAMINE TOMBSTONE, S, E, E, E, N, N, N, W (you see Jenny, Jemmy's granddaughter), SAY TELL ME ABOUT JEMMY (she says he's at the churchyard), THANK YOU, OUT, S, S, S, W, W, W, N (you see the Vicar), SAY TELL ME ABOUT WAYMARK (he tells you there is a strange mark on the east wall which seems to be some sort of sundial), E (you see the mark 41 at the south east), SE, 41 (41 what?), 41 PACES (you see three gravestones, each with an inscription on the wall; you also see the sexton's wheelbarrow), READ INSCRIPTION (which one?), EXAMINE LEFT WALL (Matthew Creston's grave), EXAMINE CENTRE WALL (Jacob Prettyman's grave), EXAMINE RIGHT WALL (Harriet Arness' grave). STAND ON RIGHT (you hear a grinding noise and a passage down), IN (Jemmy says we need a torch), OUT, EXAMINE WHEELBARROW (you get a spade and a pickaxe), NW, W, S, E, E, S, BUY TORCH (no batteries), N, W, W, W, S, BUY BATTERY (Josh can't hear too well), BUY BATTERY, INSERT BATTERY IN TORCH, N, E, N, E, SE, 41 PACES, IN, LIGHT TORCH, DOWN, E, EXAMINE CELL (alcove), EXAMINE ALCOVE, EXAMINE SLAB, STAND ON SLAB, DOWN (you are in a large cave), EXAMINE CAVE, EXAMINE LADDER (you see a trapdoor), EXAMINE BOTTLES (old and new), EXAMINE CHEST, EXAMINE CASES, EXAMINE BAGS (they are cocaine), N, EXAMINE DEBRIS, DIG BOULDERS, S, STAND ON DEBRIS (you can't quite reach – Jemmy offers to help), STAND ON JEMMY (he goes for help), UP. LISTEN (someone is talking on the phone about you and a meeting at the house), EXAMINE DOOR (you see Roper putting the cocaine in a briefcase and you follow him), N, N, N, N (he disappears), CLIMB WALL (glass at the top), EXAMINE WALL (covered in creepers), EXAMINE CREEPER (you see a door and enter a wood), EXAMINE UNDERGROWTH (you see a ladder), DOWN, N, E, EXAMINE BOX (you load the shotgun), W, W, W (you hear voices through a panel), EXAMINE PANEL (you see a peephole), EXAMINE PEEPHOLE (you see Roper, Hezekiah, and Mrs. Pinnigar in the dining room with the cocaine), SLIDE PANEL (Roper reaches for his gun), SHOOT ROPER. The smugglers surrender and the constabulary (including Jenny) arrive. You are finished. Solution provided by Doreen Bardon (written by Terri Sheehan) 2005-08-17 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com