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Jock and the Beanstalk (Jock_and_The_Beanstalk_A_Fitzsimmons.txt)

JOCK & THE BEANSTALK
Written by Andrew Fitzsimmons (Armadillosoft 1986)
Walk Through by Dorothy Millard (Spectrum Version)


Scenario
Jock lives with his mum in an insignificant house in the middle of nowhere.  You must help Jock find
his fortune.

Note
There is no way to defuse the bomb and continue playing.  

Walk Through
Defusing the Bomb
(Start in the living room), E (bedroom where the bomb is), EXAMINE BOMB (a painted oil drum which
has a hinged door and is ticking), EXAMINE DOOR, EXAMINE PAINT (layered and very thick), SCRAPE
PAINT (discover a hole in the side of the drum), EXAMINE HOLE (inside is a screwdriver and you see
red and blue wires), GET SCREWDRIVER, EXAMINE SCREWDRIVER, REMOVE HINGES (using screwdriver - see
wires connecting the bomb to the lid), PULL RED WIRE (you pull it out), FIX WIRE (using the scrap of
wire Jock fixes the two wires together), OPEN DOOR, EXAMINE BOMB (inside is a metronome which makes
the bomb tick), EXAMINE GAP (see a steel plate), LIFT PLATE (you lever up the false bottom with the
screwdriver but it sets of the automatic detonation trigger and you have five moves until the bomb
explodes), EXAMINE GAP (see lots of electrical apparatus, a microphone, tape player and keypad),
EXAMINE BOX (connected to the microphone), EXAMINE PLAYER (connected to a remote switch), HIT BOMB
(you've stopped it and a drawer opens in the side.. it flies off into the sunset... Jock
forgets all about beanstalks and goes off to buy his mum some more booze).  THE END.

Beanstalk
(Start in the living room - his Mum tells Jock to take the clapped out cow to the market), W
(kitchen), GET OPENER, EXAMINE OPENER (used for opening tins), IN (larder), GET BANANA, EAT BANANA
(this leaves you with the skin which you will need later), OUT, E, S (garden where you find the cow
who will now follow you), EXAMINE COW, COW HELLO, N, N (outside house), W (road to market), W
(outside market where you meet the stranger who wants to give you a tin of beans for the cow),
EXAMINE STRANGER, STRANGER HELLO, W (market where you meet the salesman), EXAMINE SALESMAN (shifty),
HELLO SALESMAN (don't sell the cow to him), E, SELL COW (to the stranger who gives you the tin
of beans), E, E, S (back home where mum isn't at all pleased), S (garden), OPEN TIN (using can
opener), DROP OPENER, PLANT BEANS, W (woodshed), GET AXE, EXAMINE AXE (sharp), E, N, E (bedroom -
ignore the bomb), EXAMINE BED, SLEEP (you awake in the morning).

W, S (garden where a giant beanstalk has grown from the beans), U (on the beanstalk), U, U (top of
beanstalk in a strange land), N (north/south road), N (T-junction), W (small town), S (chemists
shop), GET RASPOHALER, N, IN (laundry where you meet a Chinese man), EXAMINE CHINAMAN, CHINAMAN
HELLO (wants to know if you wish to hire the X-team), SAY YES (he pulls off the beard and is really
Cannonball Smith... the rest arrive in a black van), CANNONBALL HELLO (wants money first), OUT, E,
E, N ("Trash Towers"), IN (office where you meet Lloyd), EXAMINE LLOYD, LLOYD HELLO, OUT,
S, E (cliff edge where you meet a pink lemming), EXAMINE LEMMING (poised on the cliff ready to
jump), LEMMING HELLO, D, CATCH LEMMING (it storms off in disgust leaving behind a pair of pink fur
boots), GET BOOTS, EXAMINE BOOTS, U.

W, W, S (north/south road), S, E (winding track), E (muddy field in the middle of which stands a
blue telephone box), DIG MUD (find a small key), GET KEY, EXAMINE KEY (an ignition key), IN (Turdis
where you meet The Doctor), EXAMINE DOCTOR, DOCTOR HELLO (he's lost a key), EXAMINE CONSOLE
(there's a hole in it for a key), INSERT KEY, TURN KEY (the Turdis swings into action then
stops with a sickening thud), OUT (empty room), S (high security bunker where you meet Ugeen Evans
and see a Cleptrum computer), EXAMINE UGEEN, UGEEN HELLO (he's out of cola), EXAMINE COMPUTER
(in working order), GET COMPUTER (Ugeen won't let you), N, IN (Turdis), 

TURN KEY (it takes off and lands again), OUT (in a space ship), W (locker room), GET SPACE SUIT, E,
E (airlock), WEAR SPACE SUIT, OUT (planet surface), E (by crater), D (bottom of crater where a door
is set into the rock), IN (alien base), W (outside Dirlik control room), DROP SKIN (with cries of
exterminate the Dirlik moves to attack but slips on the banana skin and goes sailing through a
wall), W (control room where you meet Divros), GIVE RASPOHALER (he snatches the device and
disappears down a corridor sucking on it), S (storeroom), GET COLA, N, E, E, OUT (bottom of crater),
U, W, IN (airlock), DROP SPACE SUIT, W, IN (Turdis), TURN KEY, TURN KEY, OUT (back to small empty
room), S (to where Ugeen is), GIVE COLA, GET COMPUTER (Ugeen is too busy drinking the cola to notice
you taking it), N, IN (Turdis), TURN KEY, TURN KEY, OUT (back to muddy field), W, W, N, N, E, N, In
(office where Lloyd is), GIVE COMPUTER (he goes off into a corner to play with it and tosses you a
coin), EXAMINE COIN, OUT, S, W, W (town), IN (Chinese laundry where the X-team are), GIVE COIN (they
leap into their van and drive off), LOOK (see a grappling hook), GET HOOK, EXAMINE HOOK, OUT.

W (carpark), WAIT (if necessary until there is a large crack and a space-suited figure sitting on a
rocket-shaped object appears), JON HELLO (the rocket explodes... when you come around you are in
limbo where out of nowhere jumps a tree), KILL TREE (you break off a branch), EXAMINE BRANCH (very
long), WAIT (if necessary until a green pig flies close by and asks if you want a lift), JUMP ON
(the pigs back... it flies off then drops you with a thud... you are in an even stranger land than
the first), READ SIGN (taxi stop), N (bottom of steps but each one is ten foot high), U (using the
grappling hook you clamber up to the giant's castle door), RING BELL (note doorbell
doesn't work - using the branch to reach... the door is opened by a 15 ft. old woman who
invites you in... you enter to the giant's kitchen... the giant is coming and you must hide),
IN CUPBOARD (the old woman goes to get the giant's harp), WEAR BOOTS (the harp plays rugby
songs), WAIT (the giant goes to sleep), OUT (you creep out - must be wearing the fur lemming boots
so you don't wake the giant), GET HARP, OUT (castle door), D, S (to where the sign is), CALL
CAB (a taxi pull up and you get in... you are dropped off at the top of the beanstalk).

D, D, D (bottom of beanstalk where you hear a roar from above and see the giant climbing down after
you), CHOP BEANSTALK (using axe - the beanstalk falls on your house... Jock went to seek his fortune
with the singing harp... with his mother they built their own pub and his mother died soon after of
alcoholic poisoning... Jock I'm sorry to say lived happily ever after).

THAT'S ALL FOLKS




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

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