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Haunted Abbey, The (Haunted_Abbey.txt)

HAUNTED ABBEY (A&F Software)

Played on the BBC

Depending on your mood, Haunted Abbey is an intriguing and/or frustrating game, 
as many puzzles can be solved in more than one way. However, often the alternate 
solution to a puzzle will render the game unwinnable. So beware! There are also 
a healthy dose of sudden death situations and red herrings. Still, the 
atmosphere is neat even though the "haunted" part seems somewhat under-utilized.

Hints:
- There's more than one light source in the game
- Some people can extract wisdom from tea leaves – give it a go!
- The troll enjoys rock music, so see if you can give him something appropriately
rock-y!
- The mummy is afraid of tiny animals
- There's more in those ballons than just air – but be prepared!
- You can only carry part of the skeleton
- Not all crackers can be eaten
- Diamonds can cut through glass
- How do you create the colour orange?
- Make friends with the hound then attract him to a place with a hostile 
environment
- Make a note of the use of upper case and lower case at the end of the game


Outside the abbey:
(You begin outside the city) GET HAMMER, N, E, GET OIL, W, W, W (ignore the 
lamp, it's a red herring), PULL WEEDS (you find a log), GET LOG, N, EXAMINE 
GROUNDS (you notice some leaves behind a boulder), GET BOULDER, GET LEAVES, READ 
LEAVES (the word "spider" is written on them), DROP LEAVES, S, S, S, GET 
MATCHES, N, W, S (at the well), D, W, GET RING (it's placed behind the grill), 
SMASH GRILL (with the hammer), DROP HAMMER, GET RING, E, U, UNTIE ROPE (and 
taking it), N, S, W, GET SWORD, SMASH DOOR (using the log), DROP LOG, W

Inside the abbey:
RUB RING (this provides light), N, NE, GIVE BOULDER (the troll interprets it as 
a "heavy rock" and gives you his glasses – weird puzzle), DROP GLASSES (leave 
them for later), TIE ROPE, D, GET MASK, E, SAY SPIDER (for some reason, this 
causes the mummy to leave), GET SCARAB, W, U, DROP SCARAB, W

NW of bridge:
Note that once you leave this area, you cannot return as the bridge entering it 
collapses. Furthermore, the number of items you can carry is limited, so the 
next bit requires a bit of planning. You need the gas mask, sword, oil, matches, 
NW, WEAR MASK (this will protect you against the gas in the balloons), PUNCTURE 
BALLOONS (there's a tiny key inside), DROP MASK, GET KEY, S, GET BANANA, N, N, 
GET CRACKER, N, GET FLOWERS, SMELL FLOWERS (your mind expands and you see the 
number 205842), DROP FLOWERS, S, S, W, GET WHISTLE, N (there's a blob here, 
preventing your exit), THROW OIL, LIGHT MATCH, THROW MATCH (the blob melts), N, 
GET EARMUFFS, S, S, SW, OPEN CHEST (an ogre appears), KILL OGRE (using the 
sword), DROP SWORD, EXAMINE OGRE (it carries a silver cross), GET CROSS, N, SE, 
E (the bridge collapses)

NE of bridge:
S, GET BONE (from the skeleton), N, NE, DROP CRACKER, DROP MATCHES, DROP KEY, 
GET GLASSES, WEAR GLASSES, N (whenever leaving this room you need to be wearing 
the glasses), NW, EAT BANANA (you drop the skin), GET SKIN, THROW SKIN (the 
golem slips and breaks apart), N, GET VIAL, GET TIARA, S, S, NE

White maze:
E, S, W, W, N (you enter a black room with a stranger – a vampire, in fact), 
KILL VAMPIRE (with what?), CROSS, GET NECKLACE, S, S, N, S (and you're back in 
the red room)

Deadly mist:
E, GIVE BONE (this pacifies the hound), E (ignore the gorilla but note the plate 
mentioning a turn), SE, TURN STATUE (you are transported to a secret room), GET 
ORB, GET POTION, MIX POTION (the yellow potion and red liquid mix to create an 
orange elixir), S (back to the emerald room), N (you hear a potentially lethal 
voice), WEAR EARMUFFS (they cover the voice), N (you see a – deadly – orange 
mist), DRINK ELIXIR (this will protect you), E, BLOW WHISTLE (the hound appears 
and is killed by the mist), DROP WHISTLE, GET COLLAR, CUT WALL (with what), 
NECKLACE (the diamond studded necklace easily cuts through the glass), S, GET 
BELL, N, W, S, S, W, W, W, S

End game:
DROP GLASSES, DROP EARMUFFS, GET KEY, GET MATCHES, GET CRACKER, GET SCARAB, S (a 
large head rises from the pit), LIGHT MATCH, LIGHT CRACKER (the cracker makes a 
lot of noise, and in the ensuing confusion you dart past the head to arrive at a 
safe), INSERT KEY (enter the combination – use the number revealed by the 
flowers), 205842 (the safe swings open), GET DEED, E, S (you cross the water in 
the bell), GET BOOK.

S (you see a statement listed, which gives you the directions to leave, look at 
the last two lines: "so walk where one can't see or hear." and follow the 
directions explicitly after the word walk. This gives: "WhErE oNE caN't SEE or 
hEar."), W, E, E, N, E, N, S, E, E, E and you've finished!

Red herrings:
Lamp, fuse, snuff, coat, scarf, dragon, gorilla, cupboard

Solved by Jacob Gunness, with invaluable assistance from David Lodge

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