Dick Turpin Written by B. J. Curtis (1985) Walk Through by Dorothy Millard (Spectrum Version) Scenario The famous highwayman Dick Turpin has been forced to seek sanctuary in his cave in Epping Forest, in order to elude a massive hunt by the sheriff's men seeking to arrest him. He has narrowly avoided arrest and is penniless and weaponless. Dick must ride to York to avail himself of his father's butcher's shop where he can hide in safety while the hunt for him dies down. You play the part of Dick and must guide him safely to York and his father's shop. Walk Through PART 1 (Start in a cave with the gamekeeper guarding the entrance while waiting for the sheriff's men), LISTEN (hear the gamekeeper moving about outside the cave), SAY HELLO, INVENTORY (you are wearing a cape), EXAMINE CAPE (you find a kerchief), EXAMINE BENCH (you find a horn and a lamp), GET HORN, EXAMINE HORN (contains black powder), GET LAMP, EXAMINE LAMP (damaged and useless), DROP LAMP, EXAMINE STRAW (find a sword), GET SWORD, EXAMINE SWORD (rapier), EXAMINE STOOL (broken), S (large dank cavern), EXAMINE HORSE (unsaddled - leave it for now), EXAMINE WALL (see a ledge), EXAMINE LEDGE (find saddle), EXAMINE CAVERN (notice the rope hanging down the vent), CLIMB ROPE (to top of vent), UNTIE ROPE, GET ROPE, LISTEN (gamekeeper is still outside the cave to the north), N (he doesn't see you), KILL MORRIS WITH SWORD (he falls into the cave), DROP SWORD, IN (cave where you see his body), EXAMINE BODY (see a pistol and a pouch), GET PISTOL, EXAMINE PISTOL (unloaded), GET POUCH, EXAMINE POUCH (contains shot), LOAD PISTOL, S, GET SADDLE, EXAMINE SADDLE, SADDLE HORSE, RIDE HORSE, N, OUT. W, N, W (to where a mound of earth is covered with stones), EXAMINE GRAVE (the stones on the grave have recently been moved), EXAMINE STONES (you find a purse), GET PURSE, EXAMINE PURSE (a sixpence falls to the floor), GET SIXPENCE, E, E (dusty track), N (dirt track where you see a dozen armed guards), HIDE (your horse gallops off towards the village - they are searching for you but do not appear to have seen you), WAIT (the troops move away), W, N (junction), READ SIGN, NE (rutted road where you meet the traveler who has been sent to collect a book for his master), ROB TRAVELER (must be carrying the loaded pistol - he drops his goods and runs off towards the village), R (redefine - see medical journal and key), GET JOURNAL, EXAMINE JOURNAL (name on the cover is J. D. Reker), GET KEY, EXAMINE KEY, SW, N (hamlet), N, IN (pawnbrokers), GET LOAF, EXAMINE LOAF (stale), OUT, S. W, N (village square), EXAMINE GALLOWS (well used), EXAMINE BENCH (see the words "Warren loves Sheila" - note this places the beggar in the courtyard), W (outside small thatched cottage), EXAMINE DOOR (has a plaque reading "J. K. Reker MD JP), PUSH BELL (a squat man opens the door and if you are carrying the book says to come in, otherwise he slams the door in your face... you are in a large study where you meet Dr. Reker), SAY HELLO (he says that he requires the book you are carrying), GIVE BOOK (he trusts you and leaves you while he attends to one of his patients), EXAMINE CHEST (strong), UNLOCK CHEST (using key), DROP KEY, EXAMINE CHEST (find a parchment), GET PARCHMENT, READ PARCHMENT (the bearer of this document is a trusted friend of the J.P.), OUT, E. S (outside inn), EXAMINE BOARD (see a wanted poster), EXAMINE POSTER (there is a £100 price on your head), IN (shabby bar where a small man with a hooked nose enters then leaves), WAIT (until the innkeeper tells you there is a note upstairs for you), U (dark passage - ignore the locked door as you cannot open it), D (back to bar), PAY INNKEEPER (sixpence - this adds to your score), U, N (shabby grey room), EXAMINE MATTRESS (on it is a note), GET NOTE, READ NOTE (a post chaise carrying Lord Mewksley is due to pass along Daltry Road at noon tomorrow with rich pickings - note this places the post chaise on Daltry Road), EXAMINE WINDOW (closed), OPEN WINDOW, LOOK OUT (see armed troops around the front on the inn waiting for you), CLIMB OUT (to balcony overlooking courtyard), TIE ROPE, CLIMB DOWN (to a cobbled courtyard where you meet a beggar who asks if you can spare a crust), GIVE LOAF (he will do you a good turn one day). N, E, N (beside an enclosure containing horses), OPEN GATE, IN (horse enclosure where an old man tells you that the innkeeper is in league with Lord Mewksley and they have set a trap for you), RIDE HORSE, OUT, CLOSE GATE (the old man tells you that if you wish to fool the troops at the turnpike you should get a travel warrant from Mewksley's house and to get in you will need a disguise), S. S (meet a group of troopers), E (you are arrested and placed in a gloomy dungeon), WAIT (until the light begins to fade), WAIT (until it is very quiet), WAIT (until the door opens and the beggar leads you out of the cell and secures it with a brass key... he tells you not to go up the steps as the place is full of troops), OPEN TRAPDOOR (reveals steps leading down), D (sewer), S (cave), OUT (cave opening beneath the manor house), S (Epping Forest), S, W, N, W (Daltrey Road where you see a post-chaise but it is a trap so ignore and don't try to rob it), E, N (hamlet), N, IN (pawnbrokers), GET SMOCK, WEAR SMOCK, OUT, S, E (ornate gateway), E (beside large manor house where the guard says "wench you are late, get inside quickly"), IN (plush corridor), E (study), EXAMINE BOOKS, EXAMINE TABLE (see a drawer), OPEN DRAWER, EXAMINE DRAWER (find a warrant), GET WARRANT, READ WARRANT (the bearer is cleared to travel beyond the district of Tyburn), W, OUT, W, W, S (junction), W, W (turnpike where an ugly trooper demands to see your travel warrant), GIVE WARRANT (he opens the gate and says you may pass... you go through the turnpike and are on the road to York). Well Done - the Code for Side 2 is 67GH Score 100% PART 2 (Start on the road to York), INVENTORY (carrying sword, pistol, pouch and wearing horn, cape and kerchief), EXAMINE POUCH (there is a hole in it and your remaining shot has gone), N, W (gate), EXAMINE GATE (Redmile Farm - bolted), PULL BOLT, OPEN GATE, W (farmyard where you see a large goose), S (haystack), EXAMINE HAYSTACK (find a knife), GET KNIFE, EXAMINE KNIFE, N, E, E (track), S, E (woods), N, N, N, E (clearing), SE, IN (shack), EXAMINE SACKS (beneath them is a rusty chest), EXAMINE CHEST (fastened by a stout rope), CUT ROPE (using knife - it springs open to reveal a lantern), GET ROPE, GET LANTERN, EXAMINE LANTERN, OUT, NW, S, S, S, W, W, N (track), W (gate), IN (farmyard). N (field), EXAMINE SCARECROW (attired in a tatty hat), GET HAT, EXAMINE HAT (has a felt band), EXAMINE BAND (tucked into the band is a needle and thread), GET NEEDLE, REPAIR POUCH, WEAR HAT, EXAMINE SCARECROW (naked), GET SEED, W (wall), EXAMINE WALL (stone), EXAMINE BRAMBLES (behind them is a lever), EXAMINE LEVER (fastened to it is a piece of paper), GET PAPER, READ PAPER (a note from Farmer Redmile), DROP PAPER, PULL LEVER (a panel opens revealing a small dark passage but don't go through yet), E, S (farmyard), W (goose won't let you), EXAMINE GOOSE (mean), GIVE SEED (the goose waddles off), W, N (oak door), EXAMINE DOOR (closed), OPEN DOOR, IN (hall), N (kitchen), EXAMINE MAT (has been moved recently), PULL MAT (reveals a trapdoor), EXAMINE TRAPDOOR (not secured - note if you open it you will be shot), S, S (living room where you meet a man), EXAMINE MAN (dressed as a farmer but with a pug nose so he must be an imposter... he is asleep on a bench and clutched in his hand is a key - note if you wake him you die), EXAMINE BENCH (you find a match), GET MATCH, EXAMINE MATCH, TIE MAN (you bind him and he wakes... a mortice key falls from his hand), GET KEY, N, OUT. S, E, N (field), W (by wall where the dark passage is), LIGHT MATCH, LIGHT LANTERN, DROP MATCH (dead), IN (through dark passage to muddy steps), D (bottom of steps), S (cellar where you see the farmer tied to a post and an armed trooper), STAB TROOPER (using the rapier - you quickly kill the unalert man), EXAMINE FARMER (has a large red nose and is bound by a leather thong), CUT THONG (you cut the farmer free... he tells you to go to the barn where they're threatening to fire it and gives you a travel warrant), GET WARRANT, READ WARRANT, N, U, OUT, E, S, S, IN (pig sty), EXAMINE PIG (eyes you suspiciously), EXAMINE TROUGH (beside it is a bucket - the pig runs off), DROP KNIFE, GET BUCKET, EXAMINE BUCKET (empty), FILL BUCKET (a large stout man enters and aims a pistol at you), SHOOT MAN (he is dead), LOAD GUN, EXAMINE BODY (find a florin piece and a small quantity of ball and shot), GET SHOT (in the repaired pouch), LOAD GUN, GET FLORIN, EXAMINE FLORIN, OUT, N. W (hill where there is a water pump), EXAMINE PUMP (on one side is a handle), PULL HANDLE (there is no pressure and it doesn't work), S (outside barn where you see a trooper setting fire to straw bales... he sees you and runs off), THROW WATER (it smothers the fire a little), N, E, S, IN (pig sty), FILL BUCKET, OUT, N, W, S, THROW WATER (the fire is out), EXAMINE DOORS (solid - see a keyhole), UNLOCK DOORS (using mortice key), IN (barn where you see a shire-horse and a cart), EXAMINE CART (complete with harness), HARNESS HORSE (to the cart), RIDE CART, OUT, N, E, E (gate), E, N (south bank of river), READ NOTICE (toll bridge), CROSS BRIDGE (north bank where you are asked for your travel warrant), GIVE WARRANT (it is in order and he demands a florin), GIVE FLORIN (the trooper raises the gate). CONGRATULATIONS DICK You have safely negotiated the last hurdle of your journey. In less than one hour you will safely reach your father's shop in York. Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com