RUNAWAY Written by Christopher Hester Walk Through by Dorothy Millard (C64 Version) Notes 1. The telephone will ring three times with three messages, which may provide clues. However, following this solution exactly means you will only hear the telephone ring once. When it does, go to the entrance hall and ANSWER TELEPHONE, then return to where you were. 2. If the telephone isn't answered after ten rings, it will stop and you'll lose that particular call. 3. To hear all three telephone messages, keep playing and exploring until just after 3.00 on your watch (enter TIME to read the watch). 4. After the third telephone call don't hang around for too long as by "tea-time" your parents will return and the game is over. 5. Not all the following actions are necessary to complete the game, some only add to your score. 6. Some useful verbs are: X (short for examine), BORDER ON/OFF, GRAPHICS (turns them on), TEXT (turns off graphics), SCORE, SAVE LOAD, QUIT, HELP (differs around the game), TIME, LOOK. Walk Through (You awake from a long dream not knowing where you are - darkness surrounds you), EXAMINE ME, STAND UP (as you stumble about, hard surfaces keep hitting you), FEEL SURFACES (most hit you in the legs, except for a large one or two that feel like walls), EXAMINE WALLS (along one wall a long cord hits you in the face), PULL CORD (it switches on the light and you see you are in your bedroom), EXAMINE FURNITURE (there's a bed, some shelving and a large oak wardrobe), EXAMINE WARDROBE (locked), EXAMINE BED (by the bed is a table), EXAMINE TABLE (on it there's a lamp and a writing pad), READ PAD, EXAMINE LAMP, EXAMINE BASE (under it there is a watch), GET WATCH, EXAMINE WATCH (to read the watch enter TIME), TIME, EXAMINE SHELVES (a box falls off as you look through the papers), EXAMINE BOX (a large cube with a lock on top), EXAMINE MAT (under it there's a short key), GET SHORT (key), OPEN BOX (you open it with the short key to reveal a large key), GET LARGE (key), DROP SHORT (key), EXAMINE SOUTH DOOR, EXAMINE KEYHOLE (light shines through), EXAMINE CALENDAR (shows all the numbers in September), EXAMINE NUMBERS (nine has been circled in red), EXAMINE WEST DOOR, OPEN WEST DOOR (with the large key), DROP LARGE (key). W (store room), EXAMINE CHESTS (one on the left, one in the middle and one on the right), EXAMINE LEFT CHEST (full of tea leaves), EXAMINE LEAVES (deep inside is hidden a new key), GET NEW (key - don't examine the middle chest, or you'll be sorry), EXAMINE RIGHT CHEST (full of coffee), E (back to bedroom), OPEN SOUTH DOOR (with new key), DROP NEW (key), S (landing), EXAMINE PLANTS (you'd need a ladder), EXAMINE CEILING (see a hatch), EXAMINE HATCH (need a ladder), S (pink bedroom), EXAMINE TABLE (dressing table - has many drawers), OPEN DRAWERS, EXAMINE CLOTHES, EXAMINE UNDERWEAR, WEAR BRA, WEAR KNICKERS (you split the elastic out of them), GET ELASTIC, EXAMINE BIN (full of waste paper), EXAMINE PAPER (a large blue 4 is scribbled on a scrap), EXAMINE MIRROR (behind it lie a magazine and a clock), EXAMINE MAGAZINE (Zzap), READ MAGAZINE, EXAMINE CLOCK, EXAMINE HANDS (reveals a green 2). W (spare room), EXAMINE BED, EXAMINE BLANKETS, MOVE BLANKETS (reveals a long key under the bed), GET LONG (key), EXAMINE FLASK (there's some water inside - leave it as it is a red herring), NE (landing), D (entrance hall), N (coat-room), EXAMINE COAT (has a pocket), WEAR COAT (not your size), EXAMINE POCKET (contains a small key), GET SMALL (key), GET BROOM (the brush falls off the handle), GET HANDLE, EXAMINE HANDLE, S (entrance hall), EXAMINE PHONE (see notes), U (landing), N (bedroom), OPEN WARDROBE (with long key), EXAMINE WARDROBE (inside is a mirrored cabinet), EXAMINE CABINET, OPEN CABINET (with small key - reveals a briefcase), DROP LONG (key), DROP SMALL (key), GET BRIEFCASE, EXAMINE BRIEFCASE (has a combination lock), NOTE. S (landing), W (bathroom), EXAMINE POP BOTTLE, DRINK POP, HELP, EXAMINE TOILET (seems blocked), FLUSH TOILET, EXAMINE TOILET (there's a clanging coming from the cistern), EXAMINE CISTERN, LIFT LID (by the ballcock is a clean key), GET CLEAN (key), OPEN CABINET (with clean key), GET HAMMER, DROP CLEAN (key), E (landing), D (hall), S (kitchen), OPEN CUPBOARDS (a few pots and pans), EXAMINE POTS (inside one is a bag), GET BAG (it's a bag of nails), DROP HAMMER, DROP CASE, DROP HANDLE, EXAMINE FRIDGE (sits by the washer and a socket), OPEN FRIDGE (several things fall out), LOOK (you see a carton, a piece of cheese and a can of Hester's), EXAMINE CARTON (milk), DRINK MILK, EXAMINE CHEESE, EAT CHEESE, EXAMINE CAN, DRINK LAGER, W (dining room), EXAMINE GLASS CABINET (on it is a wine bottle), EXAMINE TABLE (above it hangs a painting), EXAMINE PAINTING (reveals a yellow 5), OPEN CABINET (reveals a plate), EXAMINE PLATE (on it is a sandwich), EXAMINE SANDWICH, EAT SANDWICH. N (lounge), EXAMINE SOFA (on it there's a biscuit), EXAMINE BISCUIT, EAT BISCUIT, EXAMINE TANK, EXAMINE FISH (look vicious), EXAMINE PLANTS, EXAMINE REEDS (green but with a touch of silver that looks like a key), N (study), EXAMINE BOOKCASE, READ BOOKS, EXAMINE MAPS, EXAMINE DESK, OPEN DRAWERS (won't let you), HELP, EXAMINE WINDOW, EXAMINE CURTAINS (behind them on the window sill is a magnet), GET MAGNET, S (back to lounge), S. E (kitchen), GET HANDLE, TIE MAGNET TO HANDLE (using the elastic), HELP, EXAMINE TAPS (there's something odd about them), TURN TAPS (they are stiff to turn with your hands), EXAMINE WASHER (it has a panel of switches along the top and a round door), EXAMINE ROUND DOOR (through it you see some clothes), OPEN ROUND DOOR (you can only open it from the panel of switches when the washer is on), EXAMINE PANEL (below each switch is a light), EXAMINE LIGHTS (off), EXAMINE SOCKET, EXAMINE LEFT PLUG (it's not fully in), PUSH LEFT PLUG (the washer comes alive), EXAMINE LIGHTS (one is lit above the switch marked door), PUSH SWITCH (the washer door opens to reveal a pair of overalls), EXAMINE OVERALLS (a wrench falls out), GET WRENCH, TURN TAPS WITH WRENCH (the tiled floor slides open near your feet to reveal steps), LOOK, DROP WRENCH. D (cellar), EXAMINE CELLAR, EXAMINE SHELF (on it is a jar marked acid), GET JAR (it's too high), EXAMINE JAR (in it is a black key), HELP, GET BLACK KEY WITH HANDLE (it clings to the magnet and you are able to take it safely), UNTIE MAGNET, U (back to the kitchen), N, W (lounge), OPEN GLASS DOOR (with black key), DROP BLACK (key), W (south garden), EXAMINE FENCE, CLIMB FENCE (too high), N (north garden), EXAMINE BUSHES (you find a glove), GET GLOVE, EXAMINE GLOVE (it's long, thick and teeth marked), WEAR GLOVE, EXAMINE TREE, EXAMINE BRANCHES, CLIMB TREE (too high), S, E (back to lounge), GET SILVER (key from the fish tank - the fish bite the glove), REMOVE GLOVE. W (back to garden), S (the shed is locked), UNLOCK SHED (with silver key), DROP SILVER (key), S (shed - leave the spade it is a red herring), EXAMINE PLANTS (you find a rusty key - but leave this as you don't need it), GET LADDER, EXAMINE LADDER (it's broken), N, E, E, S (kitchen), GET HAMMER, NAIL HANDLE TO LADDER (it's mended), DROP HAMMER, DROP NAILS, TURN LOCK TO 9254 (the briefcase opens to reveal a shiny key), GET SHINY (key), N, U (landing), DROP LADDER, CLIMB UP LADDER, OPEN HATCH, U (attic), EXAMINE CHEST (it has a large rusty lock), OPEN CHEST (with the shiny key - you reveal a grey key), GET GREY (key), D, CLIMB DOWN LADDER, D (hall), EXAMINE RED DOOR (on it is a notice which says "End Of Game"), OPEN RED DOOR (with grey key), E. You've escaped. You are now a Runaway. I hope you find your life now a lot better than when you lived at home... but somehow I doubt it. You've completed 100% Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com