INSPECTOR FLUKEIT
by Colin Jordan
Axxent Software
Spectrum 48
This is a game filled with random elements: people walk in and out at
various times. Time passes even in the middle of typing a command. While
some puzzles are logical, most are not. You cannot carry more than three
objects and Blunders only two, one of which is the map.
While there are some red herrings (the cold turkey) there are several
objects you cannot take, like the policeman's handcuffs. There are
several objects you cannot perform and need to ask Blunders to do them.
This solution will only get you 96 percent however, not 100 percent.
To interact with characters, type <their name> and the action you want
them to do, e.g. POLICEMAN GIVE ME WHISTLE.
The garden is very disorienting, and you will need to wander around
there to get an object and also wander around to get out.
You cannot light the torch, but you can SHINE it.
The gardener will not be so compliant, so you will need to use another
object to tickle him with.
Drop items in a central location such as the kitchen or the hall.
The dumb waiter goes to the dining room and the attic. PRESS BUTTON
twice when you enter from the cheerless room to get to the attic
location.
If you get the message "I was miles away" when talking to someone,
repeat the command.
There may be some interaction with the ghost in order to get a higher
score.
You will often find the front door closed after you have opened it. If
so, OPEN DOOR again.
You cannot drive, but Blunders can. BLUNDERS, DRIVE TO <destination>.
There are five locations, some of which you will need to visit more than
once. The first is your home. The second is Radley Mansion. The third is
to the church where the Vicar will tell you the fifth. In between you
should go back home (Scunsdale), where you will read about the fourth
location. Blunders can also break things (vase and trunk), as well as
carry one extra object. He cannot drop the map.
You are given a case to solve. INVENTORY (nothing), EXAMINE DESK, OPEN
DRAWER, TAKE MAP, GIVE MAP TO BLUNDERS, OPEN DOOR (you see a policeman),
POLICEMAN GIVE ME WHISTLE, ENTER CAR, BLUNDERS DRIVE TO RADLEY MANSION,
WAIT (until you get there), LEAVE CAR, SE, SW, S, TAKE SPADE, N, W. Keep
going in whatever direction you can until you get a torch, and then find
your way out. Go NE, NW, RING BELL, S, S.
Because the other characters' presence is determined by chance, and
step-by-step walkthrough cannot be given. So map out the mansion first
and use the following explicit hints.
When you see Porkins: PORKINS GIVE ME RANSOM NOTE, READ NOTE ("we have
Professor Mundle, pay up or else").
In the kitchen: OPEN FRIDGE, GET MEAT, CLOSE FRIDGE.
When you see the maid: MAID GIVE ME DUSTER.
At the dumb waiter: ENTER DUMB, PRESS BUTTON, LEAVE DUMB, EXAMINE TABLE,
BLUNDERS TAKE VASE, BLUNDERS DROP VASE, BLUNDERS TAKE KEY, ENTER DUMB,
PRESS BUTTON, LEAVE DUMB, W, SHINE TORCH, TAKE GLASS, E, ENTER DUMB,
PRESS BUTTON, LEAVE DUMB.
At The landing: EXAMINE ARMOUR (you see a lever). PRESS LEVER (but only
after you have seen the labourer).
When you see the gardener: and you are carrying the feather duster,
TICKLE GARDENER (he drops the shears), TAKE SHEARS.
In Mundle's bedroom: TAKE TIE, EXAMINE TAPESTRY, EXAMINE TAPESTRY (when
you are carrying the magnifying glass). You see SRKTEKLTOETELB. Find the
gardener, and lead him to Mundle's bedroom, by saying GARDENER, GO <the
direction you want him to go>, GARDENER, EXAMINE TAPESTRY (he tells you
where the church is).
In the cellars: SHINE TORCH, READ GRAFFITI ("if coded words make you
irate, you'll find it pays to alternate"). Apparently you are to
alternate the letters found on the tapestry with the words on the ransom
note, but we were not able to decipher them.
In the guest bedroom: OPEN TRUNK, BLUNDERS BREAK TRUNK, TAKE WAND, don't
take the money. BLOW WHISTLE (the policeman arrives and takes the
money), POLICEMAN, GIVE ME MONEY.
In Porkin's room: TAKE MAGAZINE.
In the study: EXAMINE BOOKCASE, TAKE DIARY, READ DIARY ("met the Vicar
at the usual place; he is near the key to the lab"). On your second
visit, after you have met with the labourer, PUSH BOOKCASE.
Once you have all the objects from Radley Mansion, and had the gardener
tell you the name of the church, put all the objects, except the torch,
the duster, and the meat in the car and have Blunders drive to the
<name>church. LEAVE CAR (with the magazine and diary and spade and the
key), N, N, PLAY ORGAN, GIVE MAGAZINE TO VICAR (he gives you a
password), GIVE DIARY TO VICAR (he tells you the name of the next
location you want to visit), S, DIG, TAKE BONES, NW, OPEN GATE (locked),
UNLOCK GATE, OPEN GATE, NW, EXAMINE COFFIN, READ PLAQUE, OPEN
COFFIN,TAKE SKULL, HIT SKULL (it screams), SE, ENTER CAR.
Return to your house where you see a letter, TAKE LETTER, READ LETTER
(information will be given to you at the Cregley Arms). Have Blunders
drive to Cregley Arms.
LEAVE CAR (with money, bones, and the letter), NW (you see a dog), DROP
BONES, E, SE, BUY BEER, GIVE BEER TO LABOURER (he tells you there is a
secret passage in the study). Return to Radley Mansion (with the torch,
meat, and the skull). Go to the study, PUSH BOOKCASE (you see a passage
– if nothing happens, go to the landing and PRESS LEVER as often as is
needed), N, SHINE TORCH, N, SW, S (you see flies), DROP MEAT, S, E (you
see a slab), HIT SKULL (the slab opens), NE, READ BLACKBOARD (Mundle has
written that they have taken him to the old meeting place and to get the
password from the Vicar – which you already have), TAKE FLASK, SW, W, N,
E (you come out in Mundle's bedroom from behind the tapestry). Return to
the car.
Have Blunders drive to Dingley Dell. LEAVE CAR (having the wand, the
shears, the acid, and wearing the tie), N, NE (you can't, WAVE WAND,
DROP WAND, BLUNDERS GIVE ME SHEARS, NE, MANAGER BIG KNEES (you are
ushered into another room and you hear noises from the east) CUT ROPE, E
(you see Mundle in chains), DROP ACID (Mundle wants to go home), MUNDLE
GO W, W, MUNDLE, GO SW, SW, MUNDLE GO S, S, MUNDLE ENTER CAR, ENTER CAR,
BLUNDERS DRIVE TO RADLEY MANSION, MUNDLE LEAVE CAR, LEAVE CAR.
Mundle wants the manager and the vicar arrested. Return to these
locations with the whistle. BLOW WHISTLE. The policeman arrests them.
This earns a score of 96 %.
Doreen Bardon (solution typed by Terri Sheehan)
2005-09-04
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