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Sefton Manor Assignment, The (Sefton_Manor_Assignment.txt)

THE SEFTON MANOR ASSIGNMENT
The Adventure Club
Walk Through by Dorothy Millard (Spectrum Version)


Scenario
You are Douglas Masters and your boss has just rung you up and told you to go to Sefton Manor to
discover the identity of two spies.

Notes
1. Although no clothes are present, it is necessary to get dressed at the start so you aren't
arrested for indecent exposure.
2. You must close and lock things behind you so that they don't know you've been there. 
Never mind the things you've "pinched," they won't miss them!

Bugs!!!!!
1. There is a programming error in the lighting of the torch routine.  To successfully get a lit
torch you must GET MATCH (from the matchbox), STRIKE MATCH (carried box of matches and match - now
have a burning match), LIGHT TORCH (carried unlit torch dipped in the fuel and burning match).  Note
if you try to light the match instead of striking it, the torch will disappear.
2. I was unable to wear the wet suit which meant I was unable to go down the hole into the water.  I
got around this by changing the database!
3. You must replace the brass ball on the bedpost so they don't know you've been there,
but when you type REPLACE BALL you are told OK, but are still carrying it.  However, it does set the
appropriate flag!
4. Don't worry about the "Torch is getting dim" messages - you get them even though
you have dropped the torch and left it behind!  It is forever dim and never seems to go out, even
though you wish it would because you are sick of the messages!  Even if you hang around in the dark
passages too long and the torch goes out you will still be able to see because if you take inventory
you will see that it is still burning!   One advantage of this method is that it does stop the
frustrating "getting dim" messages.
5. You must lock the basement door in order to complete the game so they don't know you have
been there, however when you initially unlock the door the key is destroyed, making this rather
difficult!  Only way around this is to fix the database.

Walk Through (For a "fixed" version)
(Start in your seedy bedroom), LOOK MIRROR (you're naked), GET DRESSED, LOOK MIRROR (now look
OK), S (sitting room - hear a car beeping), SEARCH ROOM, GET MONEY, S (outside house where, if you
haven't taken too long, a taxi is waiting), ENTER TAXI (driver asks where to), SAY DRIVER
"SEFTON MANOR" (you are driven to Sefton Street), PAY DRIVER (he offers some change), GET
CHANGE, LEAVE TAXI, W (second hand shop), BUY SUIT, WEAR SUIT, BUY SWEATER, WEAR SWEATER, BUY HAT,
WEAR HAT, DROP MONEY, E, E (outside Sefton Manor - note if not wearing the clothes you are declared
a spy and the game ends), OPEN DOOR (you enter to north end of hall where a man is asleep in a
chair), CLOSE DOOR, EXAMINE MAN (wearing a suit, sweater and brown trilby hat, the same as you), E
(kitchen), SEARCH ROOM, GET MATCHES, W, S (south hall), W (drawing room), GET WALKING STICK, E.

ENTER LIFT (you are on the ground floor), PUSH 3 (first floor), LEAVE LIFT (east hall), N (long
office), SEARCH ROOM CAREFULLY (find an overcoat), GET OVERCOAT, E, ENTER LIFT, PUSH 4 (second
floor), LEAVE LIFT (sitting room), E (bathroom), SEARCH PILE, GET IDENTITY TAG, W, N (bedroom),
EXAMINE BED (a brass four poster with a brass ball on one of the posts), EXAMINE BALL (screwed on),
UNSCREW BALL, EXAMINE BALL (see a piece of paper), GET PAPER, READ PAPER (written in a foreign
language), REDESCRIBE (until Rolf appears), SAY TO ROLF "READ PAPER" (he tells you that
the message says that it is easy on the day in the middle of the week), DROP PAPER, REPLACE BALL
(this sets the flag so you aren't caught at the end - however you are still carrying it so),
DROP BALL, EXAMINE DRESSING TABLE (has a mirror and a drawer), LOOK IN MIRROR (see yourself), OPEN
DRAWER (a cotton scarf falls out), GET SCARF, GET DRAWER, EXAMINE DRAWER (find a key taped to the
underside), GET KEY, CLOSE DRAWER, S, ENTER LIFT.

PUSH 3 (first floor in lift), PUSH ALL BUTTONS (there is a loud click and a panel opens revealing a
secret room), WEAR OVERCOAT (to protect from the cold), ENTER ROOM (must be wearing overcoat -
secret room containing a drum of liquid), SMELL LIQUID (smells like rocket fuel), MAKE TORCH (using
walking stick and scarf), DIP TORCH (in the liquid), ENTER LIFT, CLOSE PANEL, REMOVE OVERCOAT, DROP
OVERCOAT, PUSH 1 (basement), LEAVE LIFT, GET MATCH (from matchbox), STRIKE MATCH, LIGHT TORCH (must
be dipped in the fuel - now have a burning torch), PUSH PANEL (you fall into a secret room
containing a large oak door), UNLOCK DOOR (using key), OPEN DOOR (reveals doorway to a hidden room),
ENTER ROOM (to a maze of dark passages - the directions contained in the message on the piece of
paper - Wednesday), CLOSE DOOR, LOCK DOOR, DROP KEY, W, E, D, N, E, S, D (end of maze), DROP TORCH,
DROP MATCHES, W (passage).

WEAR IDENTITY TAG, W (must be wearing tag - high security room where a guard is sitting at a desk),
TALK GUARD, S (control room), OPEN PICTURE (it swings aside revealing a safe), N (to where the guard
is), SAY GUARD "TELL ME ABOUT SAFE" (says "Olympic rings (5), One fat lady (8), pawn
balls (3), Sunday to Saturday (7) and HIJKLMNO), S, OPEN SAFE (what's the combination), 5837
WATER (safe opens revealing a computer disc), GET DISC, N, E, S (filing room), EXAMINE CABINET
(reads files A - F), OPEN DRAWER, EXAMINE DRAWER (there is something written on the inside), LOOK
INSIDE DRAWER (reads "Mary had a little lamb"), CLOSE DRAWER, N, W, W, (computer room),
INSERT DISC (in computer - message reads "type access code"), TYPE MHALL (first initials
of the rhyme inside the filing cabinet - you are told that the two top spies in this country are Ron
Todd and Mike Evans), GET DISC, E, S (back to control room), PUT DISC IN SAFE, CLOSE SAFE, CLOSE
PICTURE, N, E.

S (back to filing room), PULL CABINET (reveals a doorway), ENTER ROOM, MOVE CABINET (you replace
it), EXAMINE CUPBOARD (there is a gap at the back), FEEL BEHIND CUPBOARD (find a wetsuit which you
automatically pick up), OPEN CUPBOARD (find a aqualung), GET AQUALUNG, CLOSE CUPBOARD, EXAMINE ROOM
(see a trapdoor in the floor), OPEN TRAP (see a hole full of water), REMOVE SUIT, REMOVE HAT, REMOVE
SWEATER, REMOVE TAG, WEAR AQUALUNG (the game requires you to wear the wetsuit in order to prevent
cold on entering the hole but won't let you - see note above), ENTER HOLE (you are in a hole
full of swirling water), CLOSE TRAP, SWIM (you swim down a pipe and the force of the water shoots
you out.. you finish up in the sea near a boat).

ENTER BOAT (see Church Island), EXAMINE BOAT (has an outboard motor with a pull cord on it), PULL
CORD (the engine starts but the boat is going in circles), STEER BOAT (you steer it to the island...
you are in the harbour), REMOVE AQUALUNG, DROP AQUALUNG, DROP WETSUIT, WEAR SUIT, WEAR SWEATER, WEAR
HAT, SEARCH BEHIND BOULDERS (find a grappling hook, rope and launcher), GET ROPE, GET HOOK, ATTACH
ROPE TO HOOK, GET LAUNCHER, INSERT HOOK IN LAUNCHER, EXAMINE LAUNCHER (has a red button marked
"fire"), PUSH BUTTON (hook catches on the cliff), CLIMB ROPE (top of cliff), ENTER PRIORY,
GO ROOM (the man asks the password), SAY MAN "ALAMO" (he says pass friend and opens the
door), GO ROOM (you are in your office and if you have remembered to close and lock everything your
boss will ask you the name of the two traitors), RON TODD, MIKE EVANS (boss pays you your fee and
thanks you).

THE END


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

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