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 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 . 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 , 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 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 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com