The Mystery of the Lost Sheep Central Computing 1986 Official Hints (from files on the tape) Part One Q01. I'm stuck in the first location! Q02. Ok, I'm into the mountains. That's as far as I can get. Q03. The tramp doesn't appear much help. Is he as totally useless as head alignment kits? Q04. Where is the treasure chest I've got to give to Bouncy Bob? Q05. How do I get in the bus - or don't I bother? Q06. Ok, so much for your last hint! Now I'm in the bus, I'm stuck there! Q07. The police won't leave me alone. I've only stolen a bus. Help! Q08. I'm lost in the junction of public footpaths. Q09. Is Murphy any use to me? Q10. I've joined the farmers' union and now I always get attacked by Scabgill's mob! Q11. I can't get any cash. Q12. I've won some cash but can't make it enough to get everything I might need. Q13. I lose the lot in the bookies. Q14. I lose the lot in the casino. Q15. I can't get over the cobblestones. Q16. I'm in the speedboating lake and now I'm absolutely stuck! Q17. Yippee, I've found a BUG!!! Q18. As I get flung into the air, the hook does something nasty that I'd rather not mention on TV Q19. Right, I did a spectacular somersault (or three) over the wall, but still found myself back where I started. Q20. Yes, I know this has nothing to do with the game, but who's this Paul Grace bloke who arrested me earlier? Q21. Why have I been arrested in the public right of way? Q22. It's no good. I can't get over the wide ditch. Q23. Guess who can't get off the roundabout?? Q24. Can I get anywhere else once I'm IN the canal? Q25. Thanks for that. I sank! Q26. Getting somewhere! What do I do now that I'm ON the canal? Q27. The attendant won't let me board the plane to finish. Q28. Oh no. I knew it. I haven't got the right things with me to finish. What should I have took? Q29. I don't know what I need to finish! Q30. Aargh! I'm going mad! What do I need with me to end part 1 ?? Q31. Ok, bribe time. I'll write to a mag and tell them how great this game is, if you'll tell me what I should have on me to get the password for part 2. A01. Right, you're totally frustrated. So try something really silly, like eating your prombles! A02. Your problem is the heavy locked door. There is no way you can unlock it, but try waving the magnifying glass for a start. The rest is up to you. A03. No, he's not THAT useless! Just tell him the meaning of life (type exactly that) for your reward. A04. What treasure chest? Greed won't pay, and Bob should know that. He's just got to go! (try asking him to move). A05. Yes you do - if you want to go anywhere anyway. To break into the bus you need to smash the door. A bad temper will help, and you don't have to do anything special to have one of those. A06. Tut! Don't blame me! You can't drive the bus with a bad attitude. The Great Halo will help, but how do you knock it down... A07. ONLY stolen a bus? Take my advice and hit that accelerator. A08. I sure hope you talked to the tramp. If so, no problem. Just WRITE in each location and you'll map the junction easily. For God's sake, don't go dropping objects! A09. Yes, he is; although his use won't really have any significance until part 2. And that is worth REMEMBERING! To get a response from him, say you've lost your sheep. A10. Watch it! It has to be the union card causing the bother, maybe you can HIDE it somewhere - a sock would be ideal. (Don't go loading in the game and typing "sock" - it won't say "Do what to a sock", so there!) A11. To obtain your first bit of cash I suggest you pawn off the gun that was Bouncy Bob's. You'll be able to improve on the amount. A12. I can't be sure this is your problem, but bet in the casino before the bookies to make a bit more. A13. Ah, this is a nasty that goes right back to the start of the game. Remember the molehill? If you didn't examine it, do so, and put what you find on the church collection plate. Don't bet here twice, by the way. A14. You're getting greedy then. Bet here before the bookies, and stop when you hit a winning streak. They're out to fiddle you! A15. Wear the hiking boots from the footwear shop. It's a good idea to keep these with you until you cross the stones for the last time. A16. If you have the speedboat, you're not stuck at all. Drop it, board it and start it. Otherwise, you've gone hopelessly wrong and this is one of those situations where typing HELP will give you another chance. A17. A bug! What game was it in, then maybe I could get a copy and see it, too. A18. Huh. Some stuntman you turned out to be. Didn’t take any lessons, did you? (To take stunt/flying lessons, just enter the right room with enough cash to pay for it.) A19. By this time you've got to have put your wellies back on, so stuff the hiking boots when you get to the lake. Now get the paperweight, and put it down the wellies. A20. Good on yer! This is the part of the program where I get a plug in! Paul I. Grace starred in STREET PATROLLER, Central Computing's last - well, first -adventure, also available for only £4.00 A21. No bikes, it says. Leave the Clive Five behind, then you won't be bothered. A22. Don't fib! You have to jump, but you'll also need the sheet, which can be found under the slab on the boring pavement. Can you drop anything heavy enough to crack the slab? A23. I give in. All you have to do is LEAVE ROUNDABOUT. An easy one, that. A24. No, only North again. Drop your Clive Five (it had to be useful somewhere, didn't it?), and board it. A25. Silly! On your next go, visit the bike shop and blow the tyres. A26. You may remember that you can use the spade for more than digging, and now's your chance. But WHAT else? A27. Examine him. Examine something else you should have to exploit his weakness. That will pass as a ticket, and you're on your way. A28. Now come on, this is THE puzzle of part 1. I'm not going to tell you just yet. A29. Sorry, I don't believe you! A30. Well... examining everything that you can pick up will give you a start, but I want you to work it out for yourself. If it will help, you need just FOUR things with you. A31. Now this is more like it! Two things are very obvious, the basket actually tells you; and the rucksack does report part of it as CURRENTLY insignificant. Add to this something you won't get drunk on, and something you've had with you for a long time. You've probably forgotten the last thing, and that's because it's hidden. But if I can't see it, I won't count it! Part Two Q01. I'm in the plane, and there appears no way to control it or anything. And I'm not allowed out the door, either. Q02. I've jumped from the plane, but get splatted on the cliff below. Q03. Right. I'm in the dream. Can't get into the shed or the house. Q04. How do I get out of the dream? The only obvious way is blocked by a troll! Q05. I've had a dream, came out of it, and now I'm back where I was before. Can't go anywhere. Q06. I'm losing height all the time, and no matter what I do, I crash into the factory. Q07. I gained enough height to avoid the factory and got tangled in a tree. Not allowed to jump down. Let's face it, I'm stuck. Q08. How can I use the mattress to my advantage in the alley? Q09. There's no way past the scaffolding workshop. The doors won't open or anything. Q10. Can't open the locked box that I picked up in the offices. Q11. Can't get past the roadblock without getting squashed. Q12. How can I open the locked gateway? Q13. Is there a way to get past the fence, blocking off all entrances? Q14. The guard dogs attack me. Q15. You said the stately home was useful. It's nothing but a dead end. Q16. I've made it to the tax department. Now, how do I squeeze some money out of them? Q17. I can't get into the funfair, through public or traders entrance. Q18. I'm not allowed to have a go at the shooting gallery. Q19. Whoops! Went flying over a tripwire while carrying the logger's axe. He wasn't too pleased about it. Q20. Can't wear the cow outfit. It's far too big. Q21. Is the drunk worth bothering about? Q22. The crocodile snaps. I'm feeling legless. (Ow! That was a bad one.) Q23. A giant bird swoops down and.. well, we'd better not mention that. Just tell me how to avoid it. Q24. Can't get any further than the broken bridge across the stream. Q25. The skating rink is too slippery to get across. Q26. I don't have enough cash for a taxi ride, and it seems to be the only way possible. Q27. The Golden Hall Of Light! Sounds familiar! Shame I can't in. Q28. It's fairly dark and talking through the microphone, etc, doesn't work. Now what? Q29. I've made it to the bright dome within the G/Hall Of Light. There's no exits and I'm generally stuck here for good! Q30. Moo! Guess what's blocking my path to the north. Q31. I've just got past the familiar ground, but can't get any further because a vicious dog blocks me. Q32. These hints, and game The Mystery Of The Lost Sheep, (C) Central Computing 1986. A01. Examining the pilot will tell you he's in the way. You've clearly got to attempt to fly the plane, so pull him out the way and get on with it! You'll be allowed to open the door once the plane is safe. A02. I suggest you restart the game and take a close look at your rucksack - maybe there's more to it than is first apparent. A03. To get into the house, go round into the back garden and climb the drainpipe. While in the bathroom, LISTEN, and you'll learn that the shed key is on its roof. However, you won't be able to reach this with your hands, so grab the coathanger. Ok, back out to the shed (side garden), get the key with the coathanger, and unlock the shed. A04. Have you examined the troll? We can't have that thing in an original game like this! Tell him so - give him the mirror! A05. This is where you find out if you got everything possible while you were in the dream. You should have a sheet, a basket, and some electrical wires. If not, go back and get them all, otherwise for a clue what to do with them, take a look at the inlaycard! A06. If you read closely when you first got in the basket, you'd remember having a trombone. Stop throwing it out, and blow it instead! A07. Let's face it, you're not! Again you will need something from the dream. Tie this to the tree, then go down. (If you have to, try tying everything to the tree until you get it right!) A08. You won't get any further without it. Rip it for the springs, then throw it over the fence. Now, attach the springs to your wellies (did you climb the ladder from the bedroom in your dream?), and jump. A09. Wrong again! Type HELP, if that's no use, mend the stairs, climb them, and HELP will be useful now. A10. No, not until you've been to the building society. Open an account there - don't worry about having no cash - get the card and now open the box. A11. Take the drill from the road and, well.. drill. This won't get you anywhere, and if you only did this much that's where you went wrong. Drill again, now it's safe. A12. You can't. There's another way round. A13. Yes. Type HELP. If this isn't really a lot of use, get the pick from the coalmine (board the hopper to reach the dead end), and PULL the bars, using it. Note that in this instance you MUST have the pick in your hands and not in the windsock. To put objects in the windsock (which will allow you to carry as much as you like), just tie it at one end, then anything you pick up after that will go in. A14. While you are on the neat and trim garden, whistle, and you won't have any more trouble from them. A15. Pull the painting in the art gallery from the wall. It's not a dead end! A16. While you were in the printers, you should have examined the photocopier. If so, you will have a tax rebate form with you. Simple enough, just give it to the inspector, and do what he asks. A17. Yes you can. You will never get in the public entrance as you can't get enough cash, but by opening the locked box (see corresponding question), you will be allowed past the security officer at the traders entrance. A18. You must have a little cash with you - can't expect a free go! (See previous question.) Once you've had your 3 shots, it's pointless trying again. Also, type HELP at this location for more information. A19. When you left the wildlife park and came to a bridge over a stream, you should have examined the disc. Say HOV (hover) to make it float, then stand on it. Now you'll go over the tripwire. A20. Before that you'll need to get it sewn up - this is pretty obvious where to go. You'll have to persuade someone else to get in the outfit with you. A21. That's the understatement of the game. Hit him to wake him up, see also the last question for any uses. A22. When at the south banks of the lake, (who cares if you fib!), FISH, and take the result with you. Now the croc. will eat this instead of you. A23. KNEEL on your first visit to this location, and the bird will miss you when it swoops. And this one's even got a happy-ever-after ending. Ah, aint that sweet. A24. Walk from the bridge into the disappearing stream, have you got the rope? If not I suggest you examine Eric, now tie this to the rod sticking out of the bridge, go south again, and jump. A25. Yes, I gathered that. I expect you tried dropping the salt. Oh well. Was there something else you could use that you came across miles back, and never gave it a second thought? Remember the funfair? A26. That's about right. WAIT around for a while, something might turn up. A27. Well, that's a relief that it sounds familiar anyway. (If not, go play part 1 again.) You will need the logger's axe to smash the door in with. A28. I'm disappointed in you. Didn't even try opening the curtains. Adventurers these days, I dunno. A29. Tried HELP? No good? Go on, have a nice thorough cheating session through the part 1 hints, then play that part again. You've GOT TO talk to Murphy. Read that note carefully! You'll also need your union ID here. A30. Hopefully you've brought Eric along with you. Now's the time to wear the cow outfit to fool the cows, to get a way through. A31. Once upon a time, a long time ago, you came across a dairy shop. Use the eggs now! A32. That was stupid of you! This counts as one of the questions you're allowed to see! Never mind, just look out for the next game. Is Central Computing about to delve into magic? Keep a keen eye around Christmas, and find out!