URQUAHART CASTLE Written by Colin Sellwood Walk Through by Dorothy Millard (Spectrum Version) Notes 1. You can only carry three items, plus any items worn. 2. You only have a few moves to change your clothes before the Professor catches you. 3. I had a problem with lighting the lamp. When you light the match the object is not picked up, therefore you cannot light the lamp with it. The game is not programmed to allow you to pick up the lit match making it impossible to continue. In order to complete the game the database was modified. CORRECTION – Keep trying to GET LIT and it will work second or third time. 4. Make sure you don't break the door and read the parchment before you lever the lid with the crowbar, otherwise you never will! This is because flag 27 is set when you read the parchment which prevents you levering the lid off the coffin. 5. Once the food has been picked up you should go immediately to where the Troll is before the black cat eats it. 6. You can also PULL BOOK in the library to reveal a secret tunnel to the west. 7. If you take too long the sun won't be shining in the hall at the end of the game. 8. Don’t enter the chemical room if you are still holding the lit match. It will explode and kill you! 9. Are you superstitious? Don’t say YES if you want to live! 10. You need both the CRYSTAL and Frankenstein’s BOLT with you outside the castle if you want to win. Otherwise you will just be left standing there waiting. (Start standing outside the castle doors), S (hall see boots and note but leave for now because on your next move you will hear footsteps and have only a few moves to change your clothes before the Professor catches you), S, E (butler's quarters), GET CLOTHES, WEAR CLOTHES, W (banquet room where the Professor, thinking you are the butler, asks for a drink), S, S (kitchen), GET WHISKY, N, N, SERVE WHISKY (to the Professor who leaves). N (hall), GET NOTE, READ NOTE, DROP NOTE, E, U (bedroom), EXAMINE BUTTON, STEP ON (button and a large panel opens by the south wall), S (red room), GET CROWBAR, EXAMINE CROWBAR, N, D, W, S, W (storeroom), GET HACKSAW, EXAMINE HACKSAW, E, N, W, U, U (battlements), S, D (crypt where you see a coffin), EXAMINE LID, PUSH LID (too heavy), LEVER LID (with crowbar), DROP CROWBAR, EXAMINE SKELETON (see a ring on a bony finger), CUT FINGER (using the hacksaw), GET RING (the skeleton snatches it back with its other arm), CUT ARM (again with the hacksaw), DROP HACKSAW, GET RING, WEAR RING, U (open stairway), GET HOOK, EXAMINE HOOK, N, D (bedroom), BREAK DOOR, S, GET PARCHMENT, READ PARCHMENT (note don't do this before you lever the lid off the coffin), DROP PARCHMENT, N, GET BOTTLE, D, E, E, U (bedroom), DROP HOOK, GET MATCHES), D, W, S, S, S (kitchen), DROP MATCHES, S, S, W (greenhouse), EXAMINE PLANT, EXAMINE BOTTLE, POUR POISON (the plant wilts releasing a lodestone), GET LODESTONE, E (garden), GET SPADE, DIG, DIG (find a rock), GET ROCK, EXAMINE ROCK. N, N, W (outbuilding), EXAMINE DWARF, GET ROPE (dwarf won't let you), THROW ROCK (kills dwarf), GET ROPE, E, N, N, N (hall), E, U, DROP SPADE, GET HOOK, TIE ROPE (to hook), GET ROPE, GET SPADE, E (balcony), U (by ladder leading up to the tower), U (must be wearing the ring - to tower), WAVE LODESTONE (a black key is magnetised to it from under the door) NOTE: This must be done by the shed at the very south of the building, NOT in the tower, DROP LODESTONE, GET KEY, EXAMINE KEY, DROP ROPE, CLIMB DOWN (must have dropped the rope tied to the hook first - to neglected garden), DIG (with spade - you uncover a large padlocked box), DROP SPADE, UNLOCK BOX (using the large black key), DROP KEY, OPEN BOX, GET MIRROR, EXAMINE MIRROR (covered in earth), GET SCROLL, READ SCROLL (TEABKOELTTH - I have no idea what it means!), DROP SCROLL, CLIMB UP, GET CHEESE, N, D, W, D, W (back to hall), GET BOOTS, WEAR BOOTS. S, S, S (kitchen), DROP MIRROR, GET MATCHES, D (cellar where rats won't let you pass), DROP CHEESE (the rats eat it and scurry away), E, GET LAMP, LIGHT MATCH, LIGHT LAMP, DROP MATCHES, GET LAMP, W, U (kitchen), PULL LEVER (you hear a noise in the distance), W, EXAMINE DWARF, EXAMINE POCKETS (find a rag and crystal), GET RAG, E, N, E (dining room), GET FOOD, W, S, D, E, E (must have lit lamp - sewerage outlet), N, W, W (meet troll), FEED TROLL (with the food and he becomes friendly), S, SW, NW, READ SIGN, N (a bat here prevents movement), EXAMINE BAT, WHISTLE (the sound reverberates around the walls confusing the bat), WET RAG (in the pool), GET RAG, NE (secret tunnel), EXAMINE WALL (hollow), PUSH WALL (reveals an opening to the east), E (study). S (kitchen), GET MIRROR, CLEAN MIRROR (with the wet rag), DROP RAG, PULL LEVER (this closes the trapdoor where Frankenstein is), S (parts room), GET SPANNER, N, D (cellar), E, E (meet Frankenstein), EXAMINE FRANKENSTEIN, E (chemicals room), GET PHIAL, EXAMINE PHIAL, READ GLASS (ether), EXAMINE BATH, EXAMINE LIQUID (stings), W, POUR ETHER (Frankenstein is unconscious), EXAMINE FRANKENSTEIN (has a bolt through his neck), UNSCREW BOLT (using the spanner - note you must be wearing boots), DROP SPANNER, GET BOLT, EXAMINE BOLT, E (chemicals laboratory - you hear footsteps and the monster enters - he has recovered from the anaesthesia), PUSH FRANKENSTEIN (he falls into the bath of acid), W, W, W, U (back to kitchen). W (outbuilding), GET CRYSTAL, E, DROP LAMP, GET MIRROR, N, N, N (hall), N (the angry Professor blocks the exit... you have taken a long time and the last rays of the sun are shining through the window), REFLECT SUN (using the mirror, which blinds the Professor just long enough for you to get out), N...... Well done! You have completed your quest. Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/