DETECTIVE by Alex Gough The Guild Spectrum 48 This is an interesting game, though suffers from no loading screen to help you determine what you are to do. The game consists of finding particular objects and giving them to particular characters. You can also ask characters to tell you about the others. This sometimes provides hints about what to do when you see them, or information that is valuable, as well as information that may be misleading. You will need to talk to several characters before you know the names of all of them. It would have made the game more straightforward if you had a “cast of characters” at the beginning. Maybe that came with the original game. Hints: To find out from characters about the others, SAY <the name or position of the character>. First explore your house. Take everything you can find. Don’t just barge in to see the vicar. He is missing an item of clothing. It is found in the area around your house. You will (eventually) learn that: Sith, the healer, is a romantic at heart. He also would like some herbs. Rigarl, the lieutenant, needs religion. Grimnas, the dwarf, needs some light. Make sure no one else is in the same room when you take the object he needs. Yes, you do need money to pass the toll collector. To pass the scaredy-cat troll, SAY TROLL to the dwarf, and then SHOW the troll a wriggly thing. Flyleath, the elf, likes trinkets and jewellery. Can you make something for him? And then give him something else as well. Red herrings: the lieutenant’s stripes, the picture in Rigarl’s house, the history book (though it is a hint of a kind). Need to get into the cupboard? Visit the shed first. Both of the objects there are needed, though not both in the same place. Solution: You begin on your front porch. INVENTORY (nothing), N, N (you see your garden through an open window), E (you see a door), OPEN DOOR (it’s jammed), W, JUMP WINDOW, S, EXAMINE DOG, TAKE COLLAR, N, W (in the shed), TAKE CROWBAR, TAKE SPADE (you can’t carry any more), E, JUMP WINDOW, E, OPEN DOOR WITH CROWBAR, DROP CROWBAR, E, TAKE PASS, EXAMINE PASS (to HQ), W, W, JUMP WINDOW, W, TAKE SPADE, E, JUMP WINDOW, E, UP, N (you see Myra and a necklace), TAKE NECKLACE, S, S, (you see Jarla, your daughter and a book), EXAMINE BOOK (history of Ratch), N, DOWN, W, S, S, S, E, E, E, N, KNOCK, N (you see the vicar), EXAMINE VICAR (he is missing an item of clothing), GIVE COLLAR (he shows you a bible), TAKE BIBLE, EXAMINE BIBLE. Go S, S, E, E, E, N, N (locked), S, W, W, W, W, S, S (you see Sith), SAY JARLA (she is flirting with Frans), SAY FRANS (there is something suspicious about him), N, N, W, W, W, W, W, W (you need a pass), SHOW PASS, W, S, E, E (in your office), TAKE NOVEL, EXAMINE NOVEL (romantic), W, S (wander around until you see Rigarl), SAY FRANS (he has some talent as a spell weaver), SAY SITH (he is a romantic at heart), GIVE BIBLE (Rigarl tells you to put it in his office and gives you the key), INVENTORY (you have an office key). Wander around, if needed, until you are by Rigarl’s office), UNLOCK DOOR, E, DROP BIBLE, EXAMINE DESK, OPEN DRAWER, TAKE HOUSE KEY, S, TAKE LETTER, EXAMINE LETTER, N, W, N, W, N, E, E, E, E, N, N, N, E, UP, S. SHOW LETTER (Jarla says she and Frans are in love), DROP LETTER, N, DOWN, W, S, S, S, E, E, S, S, GIVE NOVEL (he says Flyleath likes woodwork and jewellery too), N, N, E, E, E, E, N, UNLOCK DOOR, N, N, EXAMINE PICTURE, W, TAKE KNIFE, EXAMINE KNIFE (for carving). E, S, UP, S (you see Daraf), SAY FRANS (He works for his dad. He’s a slimy toad. I hear your daughter’s got her eye on him), N, DOWN, S, S, DROP HOUSE, S, E (you see a leafless branch), TAKE BRANCH, DROP SPADE, TAKE BRANCH, CARVE BRANCH (you make something), INVENTORY ( a carving), DROP KNIFE, TAKE SPADE, E, S, N (you see an elf), GIVE CARVING (he says it’s a marvellous trinket. He gives you something), TAKE HERBS, GIVE NECKLACE (he tells you that two days ago he saw someone bury something in the woods). Go S, DIG (you find a chest), DROP SPADE, OPEN CHEST, TAKE NOTE, EXAMINE NOTE (to Jarla from Sugar Plum. He has primed the doomsday machine and soon Ratch will rule), W, W, N, W, W, W, W, S, S, GIVE HERBS (he shows you a coin), TAKE COIN, N, N, W, W, W, W, W, SHOW PASS, W, S, E, S, E, SHOW NOTE (Frans says he will undo things and to bring him the machine. The password is Conquest. Watch out for Snort), DROP NOTE, W, DROP OFFICE, N, W, N, E, E, E, E, E, E, E, E, S, S (ignore the candlesticks for now), S, S, S, DOWN, TAKE WORM, UP, N, N, N, WAIT (until the sexton goes south), TAKE CANDLESTICKS, N, N, E, E, S, S, S, S, S (you see the toll collector), S (you need to buy a ticket) GIVE COIN, INVENTORY (you have a ticket), SHOW TICKET, S, E, E (in the dwarf’s cave). GIVE CANDLESTICKS (Grimnas tells you that two days ago, he saw Frans and Jarla pass his cave), W, W, S, S (you see the troll), N, N, E, E, SAY TROLL (Grimnas says trolls are cowards and to give it a shock), W, W, S, S, SHOW WORM, S, TAKE WAND, EXAMINE WAND (good things to blast dragons with), N, W, W, W, W, N, N (the guard wants a password), SAY CONQUEST, N, W, W, W (you see Snort the dragon and the Doomsday machine), SAY FRANS (the dragon is trying to sleep), SHOOT WAND (the dragon vaporizes and the wand disappears), TAKE MACHINE, EXAMINE MACHINE (magical aura), E, E, E, S, S, E, E, E, E, N, N, N, N, N, N, N, N, W, W, W, W, W, W, W, W, W, SHOW PASS, W, S, E, S, E, GIVE MACHINE (Frans deactivates it. He and Jarla are lead away, and you are the hero.) You are finished. Terri Sheehan 2010-08-24 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com