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Merhownie's Light (Merhownies_Light.txt)

MERHOWNIE'S LIGHT
Written by Steve Kendall (K-Soft)
Walk Through by Dorothy Millard (Spectrum Version)


Scenario
You are on board the pilot boat "Pisces" on your way to the most remote lighthouse in the
world.  It is your duty to attend to the light for a period of four weeks, a simple job you may
think, but many of the previous keepers have disappeared without trace and it is up to you to make
sure the same thing doesn't happen to you.  In fact you may find out what befell your
predecessors.

Walk Through
(Start on board the pilot boat), INVENTORY (wearing a yellow sou'wester and a pair of boots),
EXAMINE SOUWESTER (keeps you dry), EXAMINE BOOTS, EXAMINE CAPTAIN, HELLO CAPTAIN (tells you to make
sure you take with you the crate, torch and box, as they are important for your survival), EXAMINE
CRATE (note it has a rope tied around it), OPEN CRATE (need a knife to cut the rope and a crowbar to
open it), GET CRATE, GO BELOW (below deck in a small cabin), EXAMINE SEXTANT (leave it), EXAMINE
COMPASS (leave it), GET TORCH, EXAMINE TORCH (no battery), GET BOX, EXAMINE BOX (locked), U, WAIT
(you're getting closer to the light), WAIT (until you see the jetty), THROW CRATE (onto the
jetty), THROW TIN (onto the jetty), JUMP ASHORE (to jetty... the pilot boat leaves and you are alone
- leave the crate and tin here for now).

U (rock steps), U, U (top of steps), E (outside lighthouse), OPEN METAL (door... you enter the base
of the lighthouse), EXAMINE OILDRUM (full and heavy), MOVE OILDRUM (keep trying until you discover a
hatch - note this is random and may take many attempts), DROP TORCH, GO HATCH (small wooden floored
pit), GET KNIFE, GET SPHERE, EXAMINE SPHERE (like a crystal ball), U, DROP SPHERE, DROP KNIFE (for
later).

U, U (outside round room), GO ROOM (living quarters), EXAMINE BUNK, LIFT MATTRESS (discover a
hatch), GO HATCH (storage room but there is nothing here), U, GET MATTRESS, EMPTY MATTRESS (keep
trying until you discover a battery), DROP MATTRESS, GET BATTERY, EXAMINE BATTERY (for the torch),
EXAMINE RADIO, EXAMINE TABLE, EXAMINE CHAIR, EXAMINE STOVE, LEAVE ROOM, D, D, GET TORCH, INSERT
BATTERY (in torch), GET KNIFE, LEAVE LIGHTHOUSE, S (top of steps), D, D, E (narrow footpath), E
(cave entrance where you see a broken vase which is useless), TORCH ON, E (back of cave - must have
lit torch), GET CROWBAR, W, W, W, D (jetty where you left the tin and box), OPEN CRATE (using
crowbar and knife - now see a rope and tin of beans), DROP KNIFE, DROP CROWBAR, GET ROPE (leave the
beans for later).

U, U, U, E, EXAMINE WELL (the rope and bucket are missing), TIE ROPE (to the old winding gear),
CLIMB DOWN (bottom of well), GET BUCKET, EXAMINE BUCKET (full of mud), EMPTY BUCKET (find a key),
DROP BUCKET, GET KEY, CLIMB UP (rope breaks), W (passage), W, W (tunnel forks), NW (chasm - note
don't try to jump it), SE, NE (dead end where there is a strong smell of oil), LOOK UP (see
wooden boards soaked in oil), PUSH BOARDS (you find yourself in the pit), U (inside lighthouse),
LEAVE LIGHTHOUSE, S (top of steps), D, D, D (jetty), GET TIN, UNLOCK TIN (find a bible inside), DROP
KEY, GET BIBLE, DROP TIN, READ BIBLE (find a bookmark in the Book of Jonah, Chapter 1, Verse 15
underlined), DROP BIBLE, DROP TORCH.

GET BEANS, U, U, U, E (outside lighthouse), OPEN METAL (door), GET CAN, FILL CAN (with oil), U, U
(outside round room), GO ROOM (living quarters), GET OPENER, EAT BEANS (that will stop you
starving), DROP OPENER, GET CLOTH (cleaning), LEAVE ROOM, U, U, U (lamproom), CLEAN LAMP (using
cloth), DROP CLOTH, FILL LAMP (with oil from the jerry can), DROP CAN (empty), LIGHT LAMP (now
working), GO OUT (inspection platform), GO ROUND (side of lamp where a metal ladder leads up), U
(can't be carrying anything), EXAMINE CONDUCTOR (lightening), D GO ROUND, GO IN, D, D, D, D, D,
LEAVE LIGHTHOUSE, S, D, D, D (jetty).

DROP SOUWESTER, DROP BOOTS, DIVE OFF (under jetty where you see a chain attached to one of the
pillars, leading off into the darkness), FOLLOW CHAIN, D (outside cave), GO CAVE, U (you break the
surface of the water in a large cave), N, NW (large cavern where you see a plastic sheet, wooden
barrel and skeleton), EXAMINE BARREL (empty), EXAMINE SKELETON (the gruesome remains of someone
long-gone), GET SKELETON (it falls apart but you see something in the skull), GET SKULL, EMPTY SKULL
(find a bullet), GET BULLET, DROP SKULL, EXAMINE BULLET (see markings on it - note 10 and 3), SE, S,
D, LEAVE CAVE, U, U, U (back to jetty), U, U, U, (top of steps), E (outside lighthouse), OPEN METAL
(door to base of lighthouse), U 10 (now on 10th step), REMOVE STONE (find a book called "The
Book of Light"), READ BOOK (you see a list of names beginning with Merhownie and ending with
yours... you will also meet your Nemesis, but at least you discovered what happened to your
predecessors).

ADVENTURE COMPLETED
(According to Neil Talbot who contacted K-Soft this is the end of the adventure)






Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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