Username: Password:
RegisterForgotten Password

Matchmaker (Matchmaker.txt)

MATCHMAKER (River Software)

This is definitely one of Jack Lockerby's weakest titles, with endless 
running back and forth and some awful play on words. 

(You begin at the centre of the village green) X SHADOW (you find a 
lamp), N, N
The Library: IN, READ SIGN (how to get a book), SEARCH OVERALLS (you 
find you library ticket), SELECT BOOK, GIVE BOOK, OPEN BOOK (a page 
falls out), GET PAGE (its actually a page boy!), OUT

NW, E, TALK MAGICIAN (he gives you a riddle), SAY UMBRELLA (this opens 
an exit in a nearby location), S,
E, E, E (via the new exit), GET UMBRELLA, W, D (you see a prince), X 
PRINCE (he has to get to the Trysting Stone), KISS PRINCE (turns into a 
frog), GET FROG, SEARCH REEDS (you find a coin), W, IN, DIG (in the 
cave floor is a dirty object), GET OBJECT, CLEAN OBJECT (it's a 
bootmaker's last), OUT, E, U, W, W, N, GIVE UMBRELLA (the magician 
hands you his cloak), WEAR CLOAK, S, W, SE (back in the village)

SW, IN, TALK BOOTMAKER, GIVE LAST (he'll make you a pair of boots), 
OUT, SE, NE, TALK FLORIST (needs a rare orchid), OUT, SW, IN, TALK 
DRESSMAKER (plagued by mice), OUT, SW, SW, W, IN, TALK ASSISTANT (how 
to get a charge card), GET FORM, SIGN FORM, GIVE FORM (the card will be 
delivered in a few moments), OUT, E, SE, IN, SWAP LAMP (you trade your 
old lamp for a new one), OUT, SE, S (smoke is pouring out from the 
house), IN, X ROOM (the chimney is blocked), CLEAN CHIMNEY (the smoke 
clears), LOOK INTO BALL (the crystal reveals how to save the princess), 
OUT, N (by this time you should have received an envelope), OPEN 
ENVELOPE (your card, for later use), NE, IN, TALK SHOPKEEPER (wants a 
coin for the fishing rod), GIVE COIN, OUT, NE

Outside the village: E, E, N, IN, TALK DWARF (he wants some "purls"), X 
FLOOR (you find some brass filings), OUT, S, E, N, IN, TALK LADY (she's 
in pain), X FLOOR (you find some purl stiches), GET PURLS, OUT, S, W, 
N, IN, GIVE PURLS (the dwarf hands you a bracelet), OUT, S, E, N, IN, 
GIVE BRACELET (the old lady starts knitting you a sweater. Just keep 
typing "r" until it is ready), GET SWEATER, OUT, S, S

Across the chasm: JUMP (the frog leaps across, carrying you), GET BALL, 
S, LIGHT LAMP, S, E, E, GIVE SWEATER (the bear leaves), N, GET WAND, W, 
W, W, JUMP

Saving the princess: N, E, E, E, READ SIGN (wishing well), MAKE WISH 
(this requires the wand, the cloak and that you've looked into the 
crystal - you now have a bucket of water), W, NW, WATER ROSE (it 
revives the flower), X ROSE (the princess is trapped inside), WAVE WAND 
(you free her), S, W, W, W, W

Climbing the mountain: NW, N, NW, IN (your boots should be ready), GET 
BOOTS, WEAR BOOTS, OUT, NE, S, THROW BALL (the dog fetches a stick for 
you), GET STICK, N, NW, E, E, S, IN, TALK LOCKSMITH, GIVE FILINGS, 
BLINK EYES (your key is ready), GET KEY, OUT, N, E, Ux5 (you need both 
stick and boots to reach this place), GET ORCHID, Dx6, CATCH FISH (you 
catch a pipe), CATCH FISH (the cat starts following you), U, W, W, W, 
SE (back in the village) 

SE, IN, GIVE ORCHID (the florist gives you a bouquet), OUT, SW, IN (the 
cat chases the mice away), GET GOWN, OUT, S, SW, IN, TALK TOBACCONIST 
(he misses his pipe), GIVE PIPE (you receive a snuff box), OPEN BOX, 
SEARCH SNUFF (you locate a gold nugget), OUT, SW, W, IN, GET SUIT 
(using your card), DRESS PAGE, OUT, E, NE, NE, IN, TALK JEWELLER, GIVE 
NUGGET (you get a ring in return)

Final arrangements: OUT, N, N, N (at the Trysting Stone), DROP FROG, 
KISS FROG (both the prince and princess appear), GIVE RING, GIVE 
BOUQUET, GIVE DRESS (they are whisked away to church), S, S, S, SE, E, 
S, UNLOCK DOOR (with the key), IN (everything is ready), PLACE PAGE 
(you have completed Matchmaker!)

1. Ignore the woman asking for Mark after making a wish at the well.
2. The orchid only blooms if you've talked to the florist.

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