CREATURE VENTURE Highlands Computer Software Walk Through by Dorothy Millard (Apple Version) Scenario You have just inherited your Uncle Stashbuck's Mansions. You uncle was very eccentric and long known to have a fascination for the occult and mainly Lucifer himself. You uncle learned the ways of black magic and often would beckon forth the creatures of Hades, only to end up relinquishing his soul to their dastardly demands and eventually his life. It is rumoured that your Uncle tried to fight back with the help of a magic lamp he had but it was too late. On the night your uncle died Lucifer sent forth a devil raider and stole most of the treasures of Stashbuck Mansion. The treasure has been buried deep in the mansion and the only way you'll ever be able to enjoy your inheritance is by ridding Stashbuck Mansion of the creatures and recover your treasure. Notes: 1. Make sure you only rub the lamp three times or your will die. 2. You cannot rub the stump when carrying the flashlight. You will need the fireflies for light. 3. Do not open the mimic's box or your will die. 4. Red Herrings: Cup and Tack. Walk Through (Start in a field), EXAMINE TREE, CLIMB TREE, GET KEY, EXAMINE ROOF (see knife on the roof), D, EXAMINE MAILBOX, GET LETTER, EXAMINE LETTER (note the word Sesame), DROP LETTER, E (shed), GET BATTERIES, SAY SESAME (reveals a passage), GO PASSAGE (to roof), GET KNIFE, EXAMINE KNIFE, D (back to shed), W, N (east/west path), E, N (crack in wall), GO CRACK (an elf is here throwing stuff over the wall - note if you drop anything he will throw that over the wall too), S (in front of mansion), UNLOCK DOOR (using the key), OPEN DOOR, S (inside). E, LOOK TABLE, GET GLASSES (you automatically wear them and will now be able to see writing on the knife and key), EXAMINE KNIFE (wearing the glasses see the word BOO), W, LOOK PICTURE (if got the glasses will see the spot where the magic lamp is hidden by the wall), S, EXAMINE STAIRS, GET FLASHLIGHT, EXAMINE FLASHLIGHT, U, E (bedroom), EXAMINE BED, GET NOTE, READ NOTE (note the reference to Alice), DROP NOTE, W, D, S (kitchen), EXAMINE STOVE, EXAMINE OVEN, GET MESSAGE, READ MESSAGE (says "If you can't killem then scareem"), DROP MESSAGE, N. E (dining room), EXAMINE BOOKCASE, GET DIARY, READ DIARY (note the word BEEZ), EXAMINE KEY (note the word LEBUB - put together to form BEEZLEBUB), LOOK, DROP KEY, SAY BEEZLEBUB (you are told "your spelling is as bad as mine"), SAY BEELZEBUB (a secret passage is revealed), DROP DIARY, DROP GLASSES, N (into maze), W, N, E, N (see a Bazoo and shovel), GET SHOVEL (bazoo won't let you), KILL BAZOO (using the knife), GET SHOVEL, S, W, S, E, S (back to dining room), W, N, N, N, GO CRACK (something is too large), DROP SHOVEL (Elf throws it over the wall), GO CRACK, N, GET SHOVEL (the Oozlybub won't let you), SAY BOO (it disappears), GET SHOVEL, E (by wall), DIG (uncover the magic lamp), GET LAMP, EXAMINE LAMP (3 times is written on it), N, W (by crack), DROP SHOVEL. GO CRACK, S, S, S, W (lounge room), GO MIRROR (passage), N (granite pillars), LOOK PILLARS (see message - translates to Indian Partner), LOOK, N (see box - don't open it or the mimic will kill you), RUB LAMP (the genie picks the mimic's pocket and discovers a wand), GET WAND, E, N, N, W, N (there is a curse on the door), SAY TONTO (door opens), N (into room), GET BOTTLE (of water - note don't drop this or it smashes), S, E, S, W, W (steps), D (box canyon with a high ledge on one side), POUR WATER (the tree grows), CLIMB TREE (meet a mean and nasty kybor standing guard), RUB LAMP (the kybor disappears), E, GET CAGE (boogeyman won't let you), PUNCH BOOGEYMAN, GET CAGE, W, D, U, W, GET BAT (it is scared off something you've got), DROP WAND, GET BAT (in the cage), GET WAND, N, DROP CAGE (otherwise the bat will eat the fireflies), N (see a glow ahead - there is a cave in), GET FIREFLIES (in the bottle - this is your new source of light), WAVE WAND (clears the rubble), S, GET CAGE. S, E, E (to where the old stump is), RUB STUMP (something you've got stops you), DROP FLASHLIGHT, DROP BATTERIES, RUB STUMP (now by a chasm with a snake), DROP BAT (the snake goes after the bat - note don't drop the cage as the snake will just eat the bat), N (meet Lucifer), RUB LAMP (the genie cannot help here but that uses up your three rubs), DROP LAMP (Lucifer picks it up, rubs it and it blows up), N (you have found most of the treasure). N (you now enter the "Masters section"), N, W (by chasm), SAY SHAZAM (a bridge appears), W, W, N (by tree), CUT TREE (it's a rubber tree), GET RUBBER, D, GET PICK (water gushes from the hole and is fast filling the room), PUT RUBBER (in hole), U, S, GET CAKE, E, E, E, E (to where there is a large pool of oil in front of a locked door), THROW KNIFE (a spark ignites the oil and burns down the door), N (you are trapped in a cage), EAT CAKE (you grow large, burst the cage then return to normal), N (dead end), DIG HOLE (using pick to reveal a hole to the north), DROP PICK, N, GET RUG, N, GET PENCIL, S, S, S, S, W, S, GET RING, N, N, OPEN BOX (Medusa the serpent appears), KISS SERPENT (it disappears revealing an exit down), D, W (dead end), DRAW DOOR (using pencil), DROP PENCIL, N (pedestal), GET KEY, S, E, N (by another chasm), FLY RUG (you fly across), N (meet a giant snake), RUB RING (you place a hypnotic spell on the snake), N, UNLOCK DOOR, N (see the rest of the treasure guarded by a very skittish land squid), TICKLE SQUID (it was the first time the squid had laughed in fifty years and as a reward he lets you out with the treasure). CONGRATULATIONS "MASTER ADVENTURER" Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com