THE FORMULA Written by Chris Wilson Walk Through by Dorothy Millard (C64 Version) Scenario Your task is to recover the missing formula and to rescue Nic Allot. Notes 1. Note "use bandage" and "wear bandage" both bring up the message that you have stopped the bleeding, but in fact "use bandage" doesn't work and you still die from loss of blood 2. Dawn will break every time you climb the wall, but after the first time ignore it. 3. If you fall down the steps and find yourself in the junk room unable to leave, GO BED, SLEEP, GET UP (your headache is now better). Walk Through (You return from abroad and enter your house), GET ENVELOPE, READ ENVELOPE, OPEN ENVELOPE, INVENTORY (you have 20 pounds), READ LETTER (from Dr. Decifer "Find Nic Allot and get formula"), DROP LETTER, DROP ENVELOPE, S (you travel to Nic's local pub where you are told of a house in the country... you are in the grounds of the house and a man shoots you... you find yourself in the hall), NW (junk room), GET STICK (walking), EXAMINE BED (under it you find a torch and a pair of heavy boots), GET TORCH, GET BOOTS, SE, S (lounge), GET remote control UNIT, N (hall), DROP MONEY, EXAMINE METAL (door - it has a "magic eye" fitted), OPEN METAL door (using the remote control unit), WEAR BOOTS. D (cellar - must be wearing the boots and carrying the walking stick or you trip and fall, also you must carry the remote unit - the door closes behind you), GET SKELETON (key), U (the door automatically opens as long as you have the remote unit - note this is operated by electricity, so don't go into the cellar if you are about to run out), EXAMINE SKELETON (key - it will open all doors except the safe, the black box and those operated by electricity), DROP UNIT (remote), DROP STICK, U, N (bathroom), UNLOCK CABINET (with skeleton key), GET TWEEZERS, REMOVE BULLET (using the tweezers), DROP TWEEZERS, S, D, E (kitchen), GET KNIFE, W, W (bedroom), EXAMINE BED, CUT SHEET, GET BANDAGE, WEAR BANDAGE (it stops the flow of blood - note "use bandage" doesn't work), E (hall), EXAMINE KNIFE (the handle is engraved with the number 7), DROP KNIFE. REMOVE BOOTS, DROP BOOTS, GET HAT (deerstalker), EXAMINE HAT, U, WEAR HAT (you look in the mirror and notice the reflection of the deerstalker - the number 2 is revealed by the hat braiding), E (small bedroom), GET SLIPPERS, WEAR SLIPPERS, W, W (large bedroom - the huge man is fast asleep here - if you were wearing the boots he would awaken), GET SMALL (key), E, REMOVE SLIPPERS, DROP SLIPPERS, D (hall), E, S (dining room), GET BOOK, READ BOOK (for hints on how to open the safe), DROP BOOK, N, W (hall), GET COAT, WEAR COAT, EXAMINE COAT (in the right hand pocket you find some coins), GET COINS, EXAMINE COINS (about now you will hear a warning that the meter will shortly need another coin), EXAMINE CUPBOARD (it's a meter cupboard), GO CUPBOARD (it's dark), LIGHT TORCH (see a slot meter), INSERT COIN (the meter is set at maximum units), GO HALL, OFF TORCH. S (lounge), EXAMINE TV (it's a modern TV with a slot meter fitted), INSERT COIN (in the TV - a picture appears showing the number 9), N (hall), DROP COINS, DROP TORCH, GET BOOTS, WEAR BOOTS, GET STICK, GET UNIT, GET KEY (butter fingers - you drop it and it falls down the steps into the cellar), D (cellar), EXAMINE CELLAR (dusty), EXAMINE SAFE, GET KEY, EXAMINE KEY (engraved on the key is the number 6 - congratulations you've found the numbers for the combination lock), TURN KEY (you hear a click as it opens - now open the other lock), DIAL 2769 (it opens), OPEN SAFE, DROP KEY, GET BOX (black), U (hall), OPEN BOX (with the small key), DROP SMALL (key), DROP UNIT, DROP STICK, GET FORMULA (well done now find your car and take the formula to Dr. Decifer), GET TORCH, GET KNIFE. N (porch - the door closes behind you and it's dark), LIGHT TORCH, DROP SKELETON (key - you will need this to return to the house later), E (into grounds), E (summerhouse), GET ROPE, N (by closed door where you see a length of thick string), OPEN DOOR (the string prevents you), CUT STRING (with the knife), DROP KNIFE, OPEN DOOR (you are in the boathouse), GET DINGHY (too heavy), EXAMINE DINGHY, GET ANCHOR, TIE ROPE (to the anchor... you have made a grapnel), GET GRAPNEL, GET CAN (oil), GO OUT, S, W, DROP CAN, W, W (a guard dog howls nearby and if you try to return east you will be dog meat), S, W, N, N, W (to where the rickety bridge is), W (west bank of stream), W (by a high stone wall - get the shovel later), THROW GRAPNEL (the anchor sails over the wall dragging the rope... you pull on the rope, it's held fast), CLIMB ROPE (dawn breaks and you won't need the torch any more - as you climbed the wall a piece of flint dislodged but the deerstalker hat saved you), DROP TORCH (you are on top of the wall), GET ROPE (you lose your balance but have a soft landing... you are in a country lane), EXAMINE WALL (it has been rendered and offers no foot or hand holds). S, S, EXAMINE CAR (it's an in car), IN CAR, EXAMINE CAR (you find an ignition key hidden in the glove compartment), GET IGNITION (key), LOOK, WEAR BELT (seat), START CAR, DRIVE CAR (you come to a sharp bend... you drive too fast and lose control, but the seat belt saves you... you drive to the doctor's house), REMOVE BELT, GET OUT (you are outside Dr. Decifer's house), RING BELL (the doctor answers the door and invites you in... you are in the doctor's lounge and hand the formula to him... he says you must return to find Nic... you find yourself back outside), IN CAR, WEAR BELT, DRIVE (back to the lay-by), REMOVE BELT, GET OUT, DROP IGNITION (key), N, N (by wall). N, N, REMOVE HAT, DROP HAT, E, E, E (by main gate - a huge man with a rifle is here - make sure you are not wearing the hat as this will make him suspicious and he will shoot you), W, W, W, GET HAT, WEAR HAT, W, W (end of farm track), S (you climb the stile into a field), EXAMINE FIELD (see a herd of cows), N, OPEN GATE (which one?), SOUTH GATE (it breaks), OPEN GATE (which one?), NORTH GATE (the bull charges to the south), N, N (in front of gate), OPEN GATE, N (grass field), EXAMINE FIELD (you see a barn to the northeast and a gate south), NE (you are in a barn), EXAMINE BARN (it has two levels), STACK HAY (they form steps which give access to the upper level), U (hay loft), E (far end of barn), MOVE HAY, LOOK (see a ladder), GET LADDER, W, D, SW, S, S (the bull and cows are here), EXAMINE BULL (contented), S, E, E, S, S (by wall, DROP LADDER, CLIMB LADDER (to top of wall - the farmer claims his ladder and takes it back), CLIMB ROPE (down to the other side), GET SHOVEL. E, E (as you cross the bridge it breaks), E, E, S, E (porch), E, GET CAN (oil), E, N, N, E, E (children's playground), DIG (in the sandpit), LOOK (you found a spanner), DROP SHOVEL, GET SPANNER, EXAMINE SEESAW (the long plank that forms the see-saw is attached to the main frame by two large nuts and bolts), UNDO NUTS, DROP SPANNER, DROP CAN, GET PLANK (of wood), W, W, W, S, S (porch), DROP PLANK. GET SKELETON (key - to open door), S (into hall), GET UNIT, GET STICK, D (into cellar), EXAMINE CELLAR (you notice footprints in the dust), EXAMINE FOOTPRINTS (they lead to the far wall), EXAMINE WALL (see a button), PRESS BUTTON (a secret door slides open revealing a laboratory), GO LABORATORY, N, EXAMINE CAGES (animals used for experimental purposes), N (far end of laboratory), EXAMINE WORKBENCH (you find a phial filled with vaccine and a hypodermic needle V - leave them where they are for now), PULL CURTAIN (see the figure of man laying rigid on a wheeled hospital bed), EXAMINE MAN (it's Nic but his condition concerns you), S, S, GO CELLAR, U (hall), DROP UNIT, DROP STICK, GET SKELETON (key), GET MONEY, GET COINS, N (porch), DROP SKELETON (key). GET PLANK, W, S, W, N, N, W (east bank of stream), DROP PLANK (it forms a bridge), W (are you sure?), YES (west bank of stream), W (wall), CLIMB ROPE (ignore the dawn message - again the hat saves you), GET ROPE (you fall and make a soft landing in the lane), N, N, W, W (end of farm track), N, N, N, NE (barn), U, E, MOVE HAY (you find nothing but it is necessary for the farmer to appear on the farm track), W, D, SW, S, CLOSE GATE, S, S (end of farm track), CLOSE GATE (to prevent the bull getting out later), E (farm track - a farmer holding a ladder is here), BUY LADDER (he holds out his hand), GIVE MONEY (he wants more), GIVE COINS (he gives you the ladder), E, S, S (by wall), DROP LADDER. S, S (lay-by), GET IGNITION (key), IN CAR, WEAR BELT, DRIVE (you drive to the doctor's house), REMOVE BELT, GET OUT, RING BELL (the doctor invites you in... you explain that you have found Nic and tell him about his condition... the doctor hands you a small glass jar and a hypodermic needle of antidote before escorting you to the front door), IN CAR, WEAR BELT, DRIVE CAR, REMOVE BELT, GET OUT, DROP IGNITION (key), N, N (by wall), CLIMB LADDER (it slips and falls - in fact it is broken so you won't be able to return), CLIMB ROPE, E, E, E, S, E, E (porch), GET SKELETON (key), S (into hall), DROP SKELETON (key), GET STICK, GET UNIT, D (into cellar), PRESS BUTTON, GO LABORATORY, N, N (to where Nic is), FILL HYPODERMIC (with antidote), INJECT NIC (he sits up and apart from being weak he is okay), GET NIC, DROP JAR, DROP A, GET PHIAL, GET NEEDLE (which one?), GET V, S, S, GO CELLAR, U (hall). DROP STICK, DROP UNIT, GET SKELETON (key), U (landing), W (note you must have the skeleton key and be wearing boots... the man is fast asleep), FILL HYPODERMIC (with vaccine), INJECT MAN (he wakes up and tries to attack... Nic comes to the rescue... the man is beaten), DROP PHIAL, DROP V, E, D, N (porch), DROP SKELETON (key), W (if you think Nic can climb the wall forget it... the only way he will leave is through the main gates), N, N (main gate), OPEN GATE, N, W, W (the bull attacks here if you haven't shut the gate), W, S, S, S, S, GET IGNITION KEY, IN CAR, WEAR BELT, DRIVE CAR. You've completed your task, so what did you think of it Richard? CONGRATULATIONS You have scored 100% ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com