Username: Password:
Register • Forgotten Password

Witch Hunt (Witch_Hunt.txt)

WITCH HUNT	
Jack Lockerby
(reissued by Zenobi Software)
Spectrum 48

This is a tidy, tricky little game (as all of Jack's are). As the 
title states, you are to find the witch. HELP is available in 
certain locations.

To decipher the code: each letter of the alphabet, written in 
sequence, corresponds to each letter written in reverse sequence.

Once you have the sack, you can carry an unlimited number of 
objects.

Remember to SWITCH OFF TORCH after you are finished with it.

While you can PUT TORCH IN SACK, you need to specify whether the 
torch is unlit or lit to take it out, i.e. TAKE UNLIT TORCH FROM 
SACK.

Don't drink the wine. 

Shut the door when you leave the barn.

LOOK UNDER the bedside TABLE.

LOOK IN MIRROR, but do not take it.

You need to wear two items of the witch's clothing when you are 
in the sewers.

TAKE CAT when you can. There is a 25% chance you will meet it 
again. If and when you do meet it again, SAVE and RESTORE until 
you do not meet it, otherwise you cannot get the nails off the 
bar.

The limping horse needs a horseshoe. In order to SHOE HORSE, you 
need three objects.

You need gloves to carry the potion.

Some objects are needed more than once (torch, broom, rope, 
wand).

PULL ROPE HARD otherwise it drops into the well. But let it drop 
into the dry well and then go and retrieve it.

There is a walkthrough written by Dorothy Millard for the C64 
version. There are some minor differences, such as what you tie 
the rope to, how you retrieve it, some different objects, some 
different locations where you find objects, etc. Dorothy's 
walkthrough makes no mention of a sack: I don't know if it was 
not available in the C64 version, or she just did not find it. 
But if you cannot find my walkthrough, you should be able to 
finish the game.





INVENTORY (you are wearing shoes and a kilt), HELP, EXAMINE 
BOTTLE, TAKE BOTTLE, TURN BOTTLE, EXAMINE RING, PULL RING (steps 
down), IN, DOWN, N (you are in the bottom of a dry well), S, UP, 
OUT, DOWN, W, S, W, UP, OPEN MANHOLE, UP, N, UP, TAKE BOOTS, 
DOWN, S, DOWN, DOWN, E, N, E, UP, REMOVE SHOES, WEAR BOOTS, DROP 
SHOES, UP, PUSH BUTTON (the chandelier lowers), SEARCH CHANDELIER 
(you get a knife), PUSH BUTTON, S, HELP, SIT, EXAMINE SAFE (dial 
is missing), EXAMINE MIRROR (you see yourself on a beach by a 
fire waiting and waiting), OUT, W, HELP, EXAMINE DRESSER (you see 
scuff marks), SEARCH DRESSER, TAKE KEY, MOVE DRESSER (you see a 
small passage), TAKE ROPE, N.

EXAMINE CHIMNEY (needs sweeping), S, OUT, N, EXAMINE TABLE, 
EXAMINE DISHES (you see a cauldron and a spoon), EXAMINE CAULDRON 
(empty), OUT, UP, N, IN, EXAMINE TABLE (closed drawer), OPEN 
DRAWER (knife gets bent), LOOK IN DRAWER, DROP KNIFE, TAKE SACK, 
EXAMINE SACK (expandable), LOOK UNDER BED (you get mathces), OUT, 
S, DOWN, OPEN DOOR (locked), UNLOCK DOOR, DROP LARGE KEY, W, MOVE 
DRESSER, MOVE DRESSER (a hat falls out), TAKE HAT, PUT ALL IN 
SACK, OUT, E, E, S, E, EXAMINE BUSH (a broom materializes), TAKE 
BROOM, EXAMINE BROOM (it sweeps and can be ridden),  EXAMINE 
BUSH, TAKE SUNGLASSES, W, EXAMINE POOL (you can't see), WEAR 
SUNGLASSES, EXAMINE POOL, TAKE COIN, PUT ALL IN SACK, REMOVE 
SUNGLASSES, DROP SUNGLASSES.

Go N, W, W, W, N, TAKE BROOM FROM SACK, SWEEP CHIMNEY, TAKE 
BATTERY, PUT ALL IN SACK, LOOK IN SACK (in addition to the 
objects you put in it you see a dial), S, OUT, S, TAKE DIAL FROM 
SACK, EXAMINE DIAL, FIT DIAL IN SAFE, TURN DIAL, LOOK IN SAFE, 
TAKE TINY KEY, OUT, E, E, E, S, SW, W, N, IN, SEARCH STRAW, TAKE 
HAMMER, PUT ALL IN SACK, OUT, SHUT DOOR, TAKE SHOE, PUT SHOE IN 
SACK, TAKE ROPE FROM SACK, TIE ROPE TO RAILING, CLIMB ROPE (half-
way down a dry well), REMOVE BRICK (it falls), UP, UNTIE ROPE (it 
falls in the well), SE, S (you see a limping horse), N, NE, N, W, 
W, W, DOWN, IN, DOWN, N, TAKE ROPE, TAKE PELLET, EXAMINE PELLET 
(catalyst- add it to the cauldron after you've tipped in the 
potion), PUT ALL IN SACK.

Go S, UP, OUT, UP, W, IN, W, N, DOWN, SEARCH RAGS, TAKE SPADE, 
UP, S, UP, E, SE, E, DIG, DIG, DIG, DROP SPADE, TAKE TORCH, 
EXAMINE TORCH, TAKE BATTERY FROM SACK, INSERT BATTERY IN TORCH, 
W, NW, W, DOWN, W, SWITCH TORCH ON, REDESCRIBE, S, SE, SW, TAKE 
TINY KEY FROM SACK, UNLOCK CHEST, DROP TINY KEY, LOOK IN CHEST, 
TAKE GLOVES, NE, NW, N, E, SWITCH TORCH OFF, PUT ALL IN SACK, UP, 
NW, N (you find yourself on a winding path), E, NE, N, W, NW, N, 
W, NW, HELP, TAKE HAT FROM SACK, WEAR HAT, TAKE CAT (it runs 
away), IN.

TAKE UNLIT TORCH FROM SACK, SWITCH TORCH ON, REDESCRIBE, EXAMINE 
BEAM, HELP, FEEL BEAM (you create steps), DOWN, EXAMINE CLOTHING, 
SEARCH CLOTHING, TAKE CLOAK, EXAMINE POTION (tip into cauldron, 
add pellet, and stir rapidly), TAKE GLOVES FROM SACK, WEAR 
GLOVES, TAKE POTION, READ SIGN, UP, OUT, SWITCH TORCH OFF, PUT 
TORCH IN SACK, REMOVE HAT, PUT HAT IN SACK, PUT CLOAK IN SACK, 
SE, E, S, SE, W, READ SIGN, W, N, TAKE SPOON, TIP POTION INTO 
CAULDRON, TAKE PELLET FROM SACK, ADD PELLET, STIR POTION RAPIDLY 
(the ghost of the witch appears and threatens you but she leaves 
something behind), REDESCRIBE, TAKE WAND, EXAMINE WAND (wave it 
to dispel illusions).



DROP SPOON, OUT, UP, UP (an Indian materializes), HELP, WAVE 
WAND, TAKE TOMAHAWK, DOWN, DOWN, DOWN, DOWN, W, S, E, TAKE UNLIT 
TORCH FROM SACK, SWITCH TORCH ON, NE, S, TAKE HAT FROM SACK, TAKE 
CLOAK FROM SACK, WEAR HAT, WEAR CLOAK, E (you pass the 
sewersaurus), EXAMINE BONES, SEARCH BONES, TAKE BOOK, EXAMINE 
BOOK (the witch must not get it), PUT BOOK IN SACK, W, S, NW, W, 
SWITCH TORCH OFF, REMOVE HAT, REMOVE CLOAK, PUT ALL IN SACK, N, 
E, UP, UP, E,, E, SW, IN, TAKE TOMAHAWK FROM SACK, CHOP WOOD, 
DROP TOMAHAWK, TAKE WOOD, OUT, NE, E, N, N, NW, NW, W.

TAKE COIN FROM SACK, GIVE COIN TO APPRENTICE, TAKE BOTTLE FROM 
SACK, GIVE BOTTLE TO APPRENTICE, GIVE COIN TO APPRENTICE, IN, 
HELP, TAKE WAND FROM SACK, WAVE WAND (all an illusion), PUT ALL 
IN SACK, N, UP, EXAMINE FLINTS, TAKE RUSTY KEY, UP, UP, IN, HELP, 
UNLOCK TIN BOX, DROP RUSTY KEY, LOOK IN TIN BOX, TAKE IRON BAR, 
EXAMINE BAR (magnetic), OUT, DOWN, DOWN, DOWN, S, OUT, SE, 
EXAMINE STUMP (good anchor for rope), TAKE ROPE FROM SACK, TIE 
ROPE TO STUMP, DROP ALL, DOWN, LOOK IN WATER (you see nails), UP, 
TAKE BAR, DOWN, WAVE BAR, UP, TAKE ALL, DROP BAR, PULL ROPE HARD 
(though you really don't need the rope again), NW, S, SE, SE, S, 
S, S, SW, S, TAKE HAMMER FROM SACK, TAKE SHOE FROM SACK, SHOE 
HORSE (it gallops away).

Go DOWN, DOWN, TAKE WOOD FROM SACK, TAKE MATCHES FROM SACK, DROP 
WOOD, LIGHT MATCH, BURN WOOD, WAIT (mermaids arrive and dance), 
WAIT, REDESCRIBE (you see a skin), TAKE SKIN, EXAMINE SKIN (use 
it to swim in the sea), WEAR SKIN, PUT ALL IN SACK, S, S, E, NE, 
NE, N, NW, DOWN, TAKE UNLIT TORCH FROM SACK, SWITCH TORCH ON, 
REDESCRIBE, E, UP, UP, UP, W, SWITCH TORCH OFF, PUT TORCH IN 
SACK, N, EXAMINE SHAPE (illusion?), TAKE WAND FROM SACK, WAVE 
WAND (you create an opening), PUT WAND IN SACK, TAKE BOOK FROM 
SACK, IN, THROW BOOK (vampire bats emerge, the witch blows a hole 
in the roof and is carried out by the bats), TAKE BROOM FROM 
SACK, RIDE BROOM (you find yourself in a hillock and see your 
family), N. 

You are finished.

Terri Sheehan
2004-07-09

*****************************************************
Displayed on the Classic Adventures Solution Archive:
http://hjem.get2net.dk/gunn/