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Famous Five, The (Famous_5.txt)

                       FAMOUS 5  /by Enigma Variations/
                       ================================

Here will be given a complete solution. This game also depends of some random
elements, so from time to time it is not possible to give exact step by step
solution. Instead, a procedure is given. However, I tried to formalize the
solution as much as possible. Be aware that in this game you must manage with
more than one character: you start game as Julian, but you must from time to
time become somebody else to solve a problem. Use verb BECOME to change active
character. Also, load the game in 128K mode, else you will not have pictures
(if your game source is WOS, use FAMOUS5.TZX rather than FAMOUS5.Z80).

                             Solution:
                             ---------

WAIT (until the train stops), LEAVE TRAIN (Aunt Fanny will lead you to the
home), E, E, NE, N, W, W (Aunt suggest to you to explore arround), U, W, S,
EXAMINE BED, TAKE MATCHES, N, E, S, EXAMINE CLOCK, REMOVE BATTERIES FROM CLOCK,
N, D, W, N, LIGHT MATCH, TAKE TORCH, S, INSERT BATTERIES INTO TORCH, S, EXAMINE
SHELVES, READ BOOKS (suggestion in books will be useful later), OPEN WINDOW, W,
N, SAY TO DICK TAKE ROPE, S, E, N, E, SAY TO ANNE GO NORTH (somebody must not
be with you for the next task, it will be clear a bit later), S, EXAMINE SET,
TURN SET (Joanna will leave the kitchen to turn off radio), BECOME ANNE, W
(this is the only way to enter the kitchen, because Joanna doesn't want
children in the kitchen), OPEN DOOR, SE, TAKE SCONES, TAKE CAKE, NW (Joanna is
now again in the kitchen, and she will push Anne out of the kitchen; by the
way, notice that she is carring an owen gloves), BECOME JULIAN, TURN SET (use the same
trick again), SAY TO JOANNA GIVE ME GLOVES, BECOME ANNE, W, W, TAKE SPADE, E
(Joanna will again push Anne out), S, BECOME JULIAN, N (Anne, Dick and Julian
are again together), OPEN DOOR, E, E, S, SW, E, GIVE GLOVES TO DICK (Dick will
need to use rope and gloves frequently later in the game), BUY ICE, DROP MONEY.
Now search arround for George using a map through the village or the home, she
is somewhere near (her location is random). GIVE ICE TO GEORGE (after this,
George will become friendly). Then, using a map, go to the village square. SAY
TO GEORGE EXAMINE STATUE, N, NE, E, BECOME GEORGE (fisherman Alf has respect
only to George), SAY TO ALF HELLO (Alf will bring a dog Timmy), ENTER BOAT,
TAKE OARS, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT (be aware
of fact that only George has enough skill to row between dangerous rocks),
LEAVE BOAT, PULL BOAT (else it will be unusable after the storm), NE, WAIT
(until Timmy start looking at the rabits; not very important), E, WAIT (until
Timmy chases after a rabbit, and fall under the ground; in fact, this is not
necessary for solving a game, but gives a hint what to do next), EXAMINE
BUSHES (if you didn't wait for Timmy's falling, you will not see nothing
special, but everything else will work), BECOME DICK (good idea, because he
carries gloves and rope), WEAR GLOVES, TIE ROPE TO BUSHES (you must wear gloves
for this because bushes are to thorny to grasp), PULL ROPE (you will reveal a
well shaft), UNTIE ROPE, D, BECOME JULIAN (for many following tasks Julian is
the best choice), D (Timmy is free again), EXAMINE DICK (you will discover that
Dick is thin; it will be of vital importance later - only he can go down the
narrow gap), U, S, NE, EXAMINE HEATHER, SAY TO DICK TIE ROPE TO STUMP, SAY TO
DICK DROP ROPE (it will make a path down), D, BREAK CRATE (only Julian has
enough power to do it), TAKE AXE, W, SW, E, SAY TO DICK TAKE ROPE, SAY TO DICK
UNTIE ROPE, SW, N, NE, EXAMINE TOWER, BECOME ANNE (she carries a cake), EAT
CAKE (cake crumbs will fall to the floor, then a jackdaw will fly down from the
tower, and drop some sticks), BECOME JULIAN, TAKE STICKS, SW, W, SW, WAIT
(until you see a nasty storm; instead of waiting, you can walk around), NE, E,
E, WAIT (until rain starts beating down; you also can walk around instead), E
(you are now in a long dark room), WAIT (until you start to sneeze), EXAMINE
RECESS, DROP STICKS, TALK TO DICK UNWRAP SANDWICHES (the paper will fall to the
ground), TAKE PAPER, BURN PAPER, BURN STICKS WITH PAPER, DROP PAPER, W, W, W,
SW, N, NE (a wreckled ship appears after the storm), ENTER SHIP, D (Anne will
be scared - this is not anything bad), W, EXAMINE SEAWEED, BREAK CUPBOARD (an
axe is needed for it), OPEN CUPBOARD, TAKE BOX, E, U (Anne is again with you),
LEAVE SHIP, SW, S, PUSH BOAT, ENTER BOAT, BECOME GEORGE, ROW BOAT, ROW BOAT,
ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, LEAVE BOAT, W, SW, W, OPEN DOOR, W, U,
U, OPEN WINDOW, SAY TO JULIAN DROP BOX (it will fall down through the window;
this is the only way to break the box - remember hint from the book), D, D, W,
S, OPEN WINDOW, W (uncle Quentin will pick up the box), WAIT (until you hear
the sound of snoring), OPEN WINDOW, E (uncle will wake up and take you outside
of the study), WAIT (until you hear the snoring again), OPEN WINDOW, QUIETLY GO
EAST (uncle snores loudly), EXAMINE DESK, OPEN DRAWER, TAKE BOX, OPEN BOX, TAKE
MAP (do not take anything else, uncle will take everything from you later),
READ MAP (it is important - it will open a new directions), N (uncle will wake
up and pick up the box and map from you), WAIT (until Stranger enters), WAIT
(until Stranger appears again), S (uncle will tell to you that he plan to sell
the island), N, E, OPEN DOOR, E, E, NE, E, ENTER BOAT, ROW BOAT, ROW BOAT, ROW
BOAT, ROW BOAT, ROW BOAT, ROW BOAT, LEAVE BOAT, NE, E, E, TALK TO ANNE GIVE ME
SPADE, DIG (without success), GIVE SPADE TO TIMMY, SAY TO TIMMY DIG (only he
with totally unorganized digging can reveal a stone slab), EXAMINE SLAB, BECOME
DICK (a working with rope is needed), TIE ROPE TO RING, PULL ROPE, TALK TO
JULIAN GIVE ME TORCH (you will see that later Dick must have a torch), TURN ON
TORCH, UNTIE ROPE, D, D, W, NW, NW, S, EXAMINE COLUMN, EXAMINE GRILLE, PUSH
GRILLE (extremely important for later actions), N, SW, SW, EAT SANDWICHES (to
become a stronger), BECOME JULIAN (only he can break the door), BREAK DOOR
(Dick and Anne will go out due to splinter of wood which will embed in Dick's
cheek; this will be key for escaping later), N (yes, treasure, but Jake and
Stranger will enter and lock you in treasure room), LOOK, TAKE GOLD BAR, BECOME
DICK (he he, he is out, on the northern cliffs of the island), WAIT (until you
see a motor boat speeding away, to be sure that Stranger and Jake are not
near), S, NE, E, E, D (but the entrance is blocked), EXAMINE BOULDER (seems
hopeless, but for Dick there is another way - well), W, D, D (Anne is not too
thin to squeeze through a gap), TIE ROPE TO LADDER, DROP ROPE (it will make a
path down), D, W (through broken grille, you remember it), N, SW, SW, EXAMINE
MATTING (a key is hidden here), TAKE KEY, UNLOCK DOOR, OPEN DOOR, N (again with
George and Julian, but now free), S, SE, SE, NE, NE, E, U, U (oh, blocked),
WAIT (until Julian prepares a plan for escape), D, W, NW, NW, SW, SW, WAIT
(until Timmy start to growling), NE (if Timmy points to SE, else go SE - the
dungeons are circular which is a fortune), WAIT (until Timmy stops growling),
SW (or NW), CLOSE DOOR, LOCK DOOR (bandits are now captured), SE, SE, NE, NE,
E, U, U (free now), W, D, U, W, SW, ENTER BOAT, BECOME GEORGE, ROW BOAT, ROW
BOAT, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT, LEAVE BOAT, BECOME JULIAN (you
must not be George in the future, else you will not hear talking between George
and Quentin). Now search arround for Uncle Quentin (his location is random).
George will say to Quentin about the gold, but he will not believe in it. GIVE
GOLD BAR TO QUENTIN (it will be a proof, so he will call a policeman), WAIT
(until Police Constable enters). Then, using a map, go to the eastern end of
Kirrin Bay. ENTER BOAT, BECOME GEORGE, ROW BOAT, ROW BOAT, ROW BOAT, ROW BOAT,
ROW BOAT, ROW BOAT, LEAVE BOAT, NE, E, E, BECOME DICK (he has a torch, so it is
good that he leads), D, D, W, NW, NW, SW, SW, UNLOCK DOOR (the end).

                             Hints:
                             ------

Use CAPS+1 to repeat last command
Type VERBS to see list of avaliable verbs
Type LOOK to see full description of visited rooms

Words may be abbreviated to four letters, and constructions like "GO" and
"SAY TO" may be ommited, so, instead of "SAY TO ANNE GO NORTH", you may use
"ANNE N", instead of "SAY TO DICK TAKE BOOK" you may use "DICK TAKE
BOOK" etc.

                             Comment:
                             --------

In my opinion a very good adventure game, although a bit childish. It is a
strange for me why it is so unknown. It is complex, with a lot of events, but
not very hard to solve. Has good parser, and relatively inteligent characters.
Not a lot of pictures (9), but messages are rich, and location descriptions are
quite descriptive.

-------------------------------------------------------------------------------

Game solution by Zeljko Juric

If something is not clear, ask me using E-mail:
zjuric@utic.net.ba

Or, if this address is outdated, search for E-mail at my home page:
http://www.void.demon.nl/warajevo/index.html
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