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Level 9 Computing Adventures
Snowball | Red Moon | Erik The Viking | Knight Orc | Gnome Ranger | Time And Magik | Lancelot | [ Ingrid's Back ] | Scapeghost


Ingrid's Back
Title:Ingrid's Back
Category:Game/Adventure
Release Date:
Language:English
Size:64K
Device Req.:Disk only (2 sides)
Machine:PAL Only
Code Type:Machine code
Distribution:Freeware
Game ending type:Has an end, game ends
 Play Online!
Converted by:Pigmy
Notes:Original by Level 9. The sequel to Gnome Ranger.
  External links:
    ZX Spectrum release
    C64 release
    Amiga release
    Amstrad CPC release
    Atari 8bit release
    BBC release

User Rating: 8.5/10 (6 votes)
Ingrid's Back Title Screenshot

Ingrid's Back Screenshot


Publications
Solution: Commodore Világ 36 (Magazine/Hungarian) pg. 6


Instructions
This game has 3 parts on two disk sides. The side A contains game programs as the game disk, the side B contains only pictures for all game parts. When you are using only one disk drive to the machine, after loading the game you have choosen with keys 1-3, switch to game disk side B to view pictures during the game.

There are some special activities in the game with system words:
- PICTURE (or GRAPHIC) to switch text combined picture mode
- WORDS (or TEXT) to switch text mode
- BRIEF/VERBOSE to control the length of text description of the location
- EXITS to see exits of the location
- EXITS ON/OFF to show/hide exits at the location
- INVENTORY to list items you have
- LOAD to restore a previously saved position from disk
- SAVE to save the current position to disk
- RAM SAVE/LOAD to save/restore current position to/from memory
- SCORE to see your performance
- UNDO to take one move back
- QUIT to stop and restart the game

You can switch between modes in the game anytime. You can modify the size of the picture on the screen with UP and DOWN cursor keys as well.


Solutions - Complete
Here is the complete solution by MCG:

Part 1 - Little Moaning

You are Ingrid, a gnome and start in the village hall of Little Moaning carrying an invitation and a protest petition. The gnomes had been waiting for their party but have now realised they've been tricked by Jasper Quickbuck. Ingrid decies to get up a protest petition and give it to Great Aunt Halfyard who will present it to the council. Your dog, Flopsy is with you. Your Score is 0 out of 300 and you are a pretty useless little gnome.

PERSONS
¯¯¯¯¯¯¯¯

Must sign the petition:
Miss Farthing - the grocer
Jumbo Butterpat - the innkeeper
Flora Butterpat - Jumbo's wife
Millie Watts - the lighthouse master
Uncle Dusty Halfyard - he is a miller
Isfrunt Garden - the gardener
Seamus Sosmall - a salesman
Gnat Tackhammer - the smith
Mrs Tackhammer - Gnat's wife
Boney Spratt - the ferry man
Mistress Spratt - Boney's wife
The Hermit - precisely that!
Dimple Bottomlow - Ingrid's brother
Gnoggin Bottomlow - Ingrid's brother
Bumpy Bottomlow - Ingrid's brother
Gnora Bottomlow - Ingrid's mother
Gnoah Bottomlow - Ingrid's dad
Ingrid Bottomlow - Ingrid!!!
Arback Garden - works on the farm
Grandma Gnutson - Ingrid's grandma
Great Aunt Halfyard - the town's lawyer

Should NOT sign:
Surveyor - works for Jasper
Silas Crawley - works for Jasper
Salesgnome - a stranger
Mrs. Underlay - Jasper's housekeeper
Jasper Quickbuck - the evil one himself

Clues for this part:
* Only Flopsy trusts Ingrid.
* To get someone to sign, try e.g "give petition to Jumbo".
* Don't collect signatures from outsiders.

N (In the Market Square of Little Moaning, between the infamous Green Gnome Inn and the Village Hall. A surveyor is here.)
W (On the High Street, which leads east-west past Miss Farthing's grocery shop.)
S (In Miss Farthing's grocers shop. Miss Farthing and some groceries are here.)
GIVE PETITION TO FARTHING (Miss Farthing signs, score 10.)
GET GROCERIES (for uncle Dusty)
N (On the High Street, which leads east-west past Miss Farthing's grocery shop.)
SIGN PETITION (Ingrid signs the petition, score 20.)
E (In the Market Square of Little Moaning, between the infamous Green Gnome Inn and the Village Hall. A surveyor is here.)
N (In the bar of the Green Gnome Inn. Jumbo Butterpar, Silas Crawley, Mrs. Underlay and a travelling salesgnome are here.)
GIVE PETITION TO JUMBO (Jumbo Butterpat smiles broadly and signs, score 30 and you are way below average.)
WAIT FOR FLORA (If she is not here.)
GIVE PETITION TO FLORA (Flora signs. Score 40.)
S (In the Market Square of Little Moaning, between the infamous Green Gnome Inn and the Village Hall.)
NW (On Ploughgnome Lane, where it heads gnorthwest from the village.)
NW (On Ploughgnome Hill, where it passes a little track to a wooded valley.)
E (On the track leading down to Dusty Halfyard's Mill. Here is a gnotice. A loud clucking sounded to the east.)
FLOPSY E (Flopsy goes east to chase the chickens away. Score 60 and you are just below average.)
E (In the yard gnext to the mill. A bush and a bellrope are here.)
DROP GROCERIES
RING BELL (Ding, dong. Footsteps approaches the door.)
HIDE IN BUSH (Ingrid hides. Dusty comes out to get his groceries.)
GET OUT (He tries to get away while picking up his goods.)
GIVE PETITION TO DUSTY (Dusty Halfyard managed to sign. Score 70)
W (On the track leading down to Dusty Halfyard's Mill. Here is a gnotice.)
W (On Ploughgnome Hill, where it passes a little track to a wooded valley.)
NW (At the top of Ploughgnome Hill.)
N (On Cawing Road, close by the Greater Cawing Rookery. A rook is here.)
ROOK PICK ME UP (The rook takes Ingrid.)
ROOK FLY TO LIGHTHOUSE (And it does! At The top of Dribblemouth Light. Score 90 and Ingrid is an average sort oo gnome. Score 90 and you are an average sort of gnome.)
DOWN (In Dribblemouth Lighthouse, in the bit where it all happened. Millie Watts and a long ladder are here.)
GIVE PETITION TO MILLIE (Millie Watts is happy to sign. Score 100)
OUT (Ingrid climbs down. Beside Dribblemouth Lighthouse on the spit.)
N (In the dunes, beside Isfrunt's place.)
FLOPSY NW AND WAIT 2 (Flops goes to the back door of the house.)
NE (In front of Dunrollin in The Dunes. Some flowerbeds are here.)
KNOCK ON DOOR (Flopsy catches Isfrunt when he tries to make his escape. The dog carries him proudly to Ingrid and runs off. Isfrunt signs the petition. Score 110)
SW (In the dunes, beside Isfrunt's place.)
NW (At the back of Dunrollin in the Dunes, outside the back door of Isfrunt Garden's house.)
N (On Hampton Road by the open gateway of Tack's Farm.)
N (In the yard of Tack's farm. A window is here.)
E (In a barn with heaps of hay, stacks of straw and whacking mounds of mangel-wurzels. A short ladder is here.)
GET LADDER
W (In the yard of Tack's farm. A window is here.)
DROP LADDER
CLIMB LADDER (Ingrid climbs through the window. In the bedroom, opposite the door which leads downstairs. A bed, a wardrobe and a window are here, and Mrs. Tackhammer is on the bed.)
OPEN WARDROBE (You find Seamus Sosmall inside.)
GIVE PETITION TO SEAMUS (Seamus Sosmall signs with a shaking hand. Score 120 and you are getting better all the time.)
GIVE PETITION TO MRS TACKHAMMER (Mrs. Tackhammer signs. Score 130)
DOWN (In the hallway, at the base of the stairs.)
OUT (In the yard of Tack's farm. A window and a short ladder are here.)
S (On Hampton Road by the open gateway of Tack's Farm.)
E (On the High Street, which leads east-west past Gnat Tackhammer's smithy.)
S (In Gnat Tackhammer's smithy. Gnat Tackhammer and a dogless carriage are here.)
GIVE PETITION TO GNAT (Gnat Tackhammer signs the petition. Score 140)
GET IN CARRIAGE (Ingrid gets in.)
N (On the High Street, which leads east-west past Gnat Tackhammer's smithy.)
E (On the High Street, which leads east-west past Miss Farthing's grocery shop.)
E (In the Market Square of Little Moaning, between the infamous Green Gnome Inn and the Village Hall.)
NW (On Ploughgnome Lane, where it heads gnorthwest from the village.)
NW (On Ploughgnome Hill, where it passes a little track to a wooded valley.)
NW (At the top of Ploughgnome Hill.)
SE (On Ploughgnome Hill, where it passes a little track to a wooded valley.)
SE (On Ploughgnome Lane, where it heads gnorthwest from the village. The carriage picks up speed.)
SE (In the Market Square of Little Moaning, between the infamous Green Gnome Inn and the Village Hall.)
E (Beside the west end of the Dribblemouth Bridge, outside the Ferry Cottage. The bridge has collapsed in the middle, but the carriage is moving very fast.)
E (The carriage flies across the gap and lands heavily on the far bank. On the east bank of the River Dribble, with the stump of the bridge behind her. A fishing boat and a broken carriage are here. Score 160 and you are above average.)
N (In parkland, rolling gently gnorth from the road, towards the lumps known as Three Mole Hill.)
N (Beside the three molehills, in which lives the hermit.)
IN (In the hermit's cave.)
DROP PETITION
OUT (Beside the three molehills, in which lives the hermit. The hermit signs the petition. Score 170)
IN (In the hermit's cave. The petition is here.)
GET PETITION
OUT (Beside the three molehills, in which lives the hermit.)
S (In parkland, rolling gently gnorth from the road, towards the lumps known as Three Mole Hill.)
S (On the east bank of the River Dribble, with the stump of the bridge behind her. A fishing boat and a broken carriage are here.)
GET IN BOAT
W (In the River Dribble.)
W (Beside the west end of the Dribblemouth Bridge, outside the Ferry Cottage.)
WAIT FOR BONEY (If he is not here.)
GIVE PETITION TO BONEY (Boney Spratt signs the petition. Score 180 and you are doing very well indeed. Note that: if Boney is already here, after giving him the petition, he may go fishing and taking you back the river with the boat. When it is happen, just go to west riverside again.)
KNOCK ON DOOR (His wife is in the Ferry Cottage, she opens the door just wide enough to sign the petition. Score 190)
W (In the Market Square of Little Moaning, between the infamous Green Gnome Inn and the Village Hall.)
NW (On Ploughgnome Lane, where it heads gnorthwest from the village.)
NW (On Ploughgnome Hill, where it passes a little track to a wooded valley.)
NW (At the top of Ploughgnome Hill.)
FIND GNORA
GIVE PETITION TO GNORA (Gnora signs. Score 200)
FIND GNOAH
GIVE PETITION TO GNOAH (Gnoah gladly signs the petition. Score 210 and you are a clever little gnome.)
FIND GRANDMA
GIVE PETITION TO GRANDMA (Grandma Gnutson signs the petition. Score 220)
FIND DIMPLE
GIVE PETITION TO DIMPLE (Dimple is happy to sign. Score 230)
FIND ARBACK
GIVE PETITION TO ARBACK (Arback Garden signs. Score 240 and you are pleased with herself.)
FIND GNOGGIN
GIVE PETITION TO GNOGGIN (Gnoggin Bottomlow gnodds and signs. Score 250)
FIND BUMPY
GIVE PETITION TO BUMPY (Bumpy twitches his gnose and signs. Score 260)
RUN TO GORILLA (In Darkwood, among the gloomy trees.)
E (In Darkwood, where the path dwindled to a gnarrow track. The gorilla chases Ingrid.)
E (In a field that made Gnettlefield look well-tended. The gorilla follows you and it is caught in the thorns. Score 280 and you are smiling happily.)
W (In Darkwood, where the path dwindled to a gnarrow track.)
W (In Darkwood, among the gloomy trees.)
W (Outside Great Aunt Halfyard's cottage that is known as Doomladen.)
GIVE PETITION TO AUNT HALFYARD (Aunt Halfyard signs the petition and she promises to take it to the city council gnext week.)

Your score is 300 out of 300 and you are very satisfied. This part has ended succesfully.


PART 2 - Steamroller at Dawn

You wake up outside your room on the stairs at Gnettlefield farm. You don't remember what happened last night exactly only that party where you have drunk too much. Your score is 300 out of 600 and you are useless little gnome.

Clues for part 2:
* Noah has been known to lie down on the job, but follows instructions.
* Stop the steamroller, then trap the trolls.

DOWN (In the kitchen, the heart of the farm. A table is here.)
EXAMINE TABLE (On it is a loaf of bread)
GET BREAD
OUT (In the middle of the gnorth side of the farmyard, outside the entrance to the house.)
SW (In the farmyard entrance, beside a muddy track from the west.)
W (At the end of a walled track, leading west from the farmyard.)
W (On the walled track. A loud crashing gnoise came from the distance.)
W (On the walled track, close to where it joined Ploughgnome Lane. A steamroller Gnoah, some trolls and Silas Crawley are here.)
E (On the walled track. A loud crashing gnoise came from the distance.)
E (At the end of a walled track, leading west from the farmyard.)
GNOAH LIE DOWN (So the vehicle can't get past - read Hitchhiker's Guide, have we??)
FLOPSY GET PLANS (She eats them, score 320)
E (In the farmyard entrance, beside a muddy track from the west.)
E (At the centre of the farmyard. A well is here.)
E (On the east side of the farmyard.)
E (In the old mill ruins. A millstone is here.)
GET MILLSTONE (Score 340 and you are way below average.)
W (On the east side of the farmyard.)
SE (In Soggybottom field, sinking up to her ankles in the soggy boggy ground.)
N (In a ditch that looped round through Soggybottom, meeting the Dribble upstream at both gnorthern ends.)
N (By the River Dribble, at the top end of the so-called drainage ditch. A dam is here.)
WAIT 8
KICK DAM (The water floats towards the steamroller and it bogs down. Score 370 and you are just below average.)
S (In a ditch that looped round through Soggybottom, meeting the Dribble upstream at both gnorthern ends.)
S (In Soggybottom field, sinking up to her ankles in the soggy boggy ground. Some floodwater, a steamroller and on it a chimney are here.)
PUT BREAD IN CHIMNEY (The steamroller explodes. All the trolls, goblins run to it. Score 390 and you are an average sort of gnome.)
W (In the quarter acre field. Ambul follows you.)
N (In Sandybottom field. Ambul follows you.)
FLOPSY, WAIT 2 THEN DOWN AND PULL ROOT (Ambul creeps up behind you.)
D (In the rabbit warren, beside a large hole in the ground. A root is here.)
D (In the lower warren, begneath the shaft up to the entrance hole. Ambul follows you)
U (In the rabbit warren, beside a large hole in the ground. Flopsy pulls the root which it falls down into the lower warren and hit Ambul on the head. He can't get up again. Score 410)
U (In Sandybottom field.)
N (Behind the barn. A loose brick is here.)
PULL BRICK
AGAIN
AGAIN
AGAIN
AGAIN (The barn crashes down on Ergot - and the family! Score 440 and you are getting better all the time.)
S (In Sandybottom field.)
S (In the quarter acre field.)
E (In Soggybottom field, sinking up to her ankles in the soggy boggy ground. A blue and a green telelily and some steamroller ashes are here.)
GET BLUE AND GREEN TELELILY
NW (On the east side of the farmyard. Doldrum follows you.)
NW (In the middle of the gnorth side of the farmyard, outside the entrance to the house. Doldrum follows you.)
W (In the gnorthwest corner of the farmyard. A trapdoor is here. Doldrum follows you.)
OPEN TRAPDOOR
FLOPSY WAIT THEN CLOSE TRAPDOOR
PUSH FUDDLE (or whoever stands there. He falls into the cellar. Flopsy closes trapdoor)
PUT MILLSTONE ON TRAPDOOR (The troll is trapped. Score 460 and you are above average.)
S (In the farmyard entrance, beside a muddy track from the west.)
S (In the southwest corner of the farmyard.)
S (In the guinea pig sty.)
SE (In a guinea pig pen.)
W (In a guinea pig pen.)
W (In a guinea pig pen. Some guinea pigs are here.)
OPEN GATE (The pigs run away so that Gormless (or whoever!) can't get out.)
NE (In the guinea pig sty.)
N (In the southwest corner of the farmyard.)
N (In the farmyard entrance, beside a muddy track from the west.)
W (At the end of a walled track, leading west from the farmyard.)
W (On the walled track.)
W (On the walled track, close to where it joined Ploughgnome Lane.)
W (On top of Ploughgnome Hill, where Ploughgnome Lane passes the drive to Gnettlefield and wound away southeast towards Little Moaning.)
SE (On Ploughgnome Lane, at the straight bit gnear the top of the hill.)
SE (At the bottom of Ploughgnome Lane, where it runs gnorthwest-southeast past the junction east to the windmill.)
E (On the mill lane, which leads straight east-west, between tall trees. A gnotice is here.)
E (In the mill yard. A bush is here.)
IN (On the steps of the mill.)
UP (In the mill room. A cider cask, a sack of flour, a brake and a lever are here.)
GET CASK
GET SACK
PULL BRAKE (The wings start turning.)
PUSH LEVER (A rope is lowered down. Score 470)
DOWN (On the steps of the mill.)
OUT (In the mill yard. A bush is here.
(You may have to FIND DOLDRUM or other troll, then RUN TO MILL to bring him here.)
FLOPSY GO TO LEVER AND PULL IT
ATTACH DOLDRUM TO HOOK (Or attach the other troll...)
WAIT (The troll is pulled up. Score 490 and you are doing very well indeed.)
E (In the quarter acre field.)
E (In Soggybottom field, sinking up to her ankles in the soggy boggy ground.)
NW (On the east side of the farmyard.)
W (At the centre of the farmyard. A well is here. Fuddle is here.)
DROP GREEN TELELILY
PUT BLUE TELELILY IN WELL
STAND ON GREEN (You are teleported to the bottom of the well. A handbag is here. Score 500)
GET HANDBAG
STAND ON BLUE (You are back at the top.)
GET GREEN TELELILY
PUT GREEN ON FUDDLE (The troll fades away.)
PUT GREEN TELELILY IN WELL (Now troll is in the well and is trapped. Score 520 and you are a clever little gnome.)
EXAMINE HANDBAG (It contains perfume and lipstick.)
WEAR LIPSTICK AND PERFUME
N (In the middle of the gnorth side of the farmyard, outside the entrance to the house. Bane is here. Falling in love, Bane runs off. Score 540 and you are getting rather pleased with yourself.)
IN (In the kitchen, the heart of the farm. Chugg is here and he is carrying a bottle.)
GIVE CASK TO CHUGG (He drinks the whole cask and stumbles out. Score 560)
U (At the top of the stairs, which for some odd reason were littered with turnips. Silas Crawley and a gap is here. Silas captures you. You fetch the deeds on the house.)
WAIT
WAIT
PUT DEEDS UNDER DOOR (Silas opens the door and is buried under a load of turnips!!)

With that little problem solved, Ingrid evetually got round to digging her family out from under the collapsed barn, and life returned to gnormal in Little Moaning.
Oddly enough, gnobody bothered to say thank you, and if it weren't for Ingrid's gnice, trusting gnature, she might have thought they blamed her for everything...

Your score is 600 out of 600 and you are just about satisfied. This part has ended succesfully.


PART 3 - Ridley's End

Life goes back to normal but Jasper is still living at the manor and no-one knows what he is up to. So Ingrid goes to work as a maid there. Her cousin Daisy works already there. You are at the manor gate. Your score is 600 out of 1000 and you are useless little gnome.

EVIDENCE:
¯¯¯¯¯¯¯¯¯
Letter - in Jasper's bedroom
Masterpiece - in 'Garret'
Faxofile - in 'Changing Room'
Diamond - in 'Secret Room'
Tape - in Jasper's bedroom
Photo - in the wallet in the jacket in the closet in Jasper's bedroom
Stubs - in Jasper's office
Blotting Paper - in Jasper's office
Set of Accounts - in the safe

Clues for part 3:
* Cousin Daisy may be of help.
* You have to collect all evidence against Jasper Quickbuck.
* Sometime Seamus arrives and says Jasper knows who you are and is going to set you up for stealing his antiques, so find evidence quick.
* The police will arrive if you don't finish in time.

N (In an avenue of trees. Gnoah and Seamus jide in the tree. They say he must be up to something and Ingrid must go and collect the evidence. She can give them a wave when she's got enough.)
N (On the drive, which runs gnorthwards towards the manor porch.)
N (In the porch. Score 620 and you are a pretty useless gnome.)
KNOCK DOOR (The Butler stops you and tells you to go into the servant's yard.)
S (On the drive, which runs gnorthwards towards the manor porch.)
E (On a gravel track below the east wing of the manor.)
E (In the entrance to the servant's yard.)
N (In the servant's yard. Here is a dustbin and it's very smelly.)
IN (In a sloping passage, leading down to an open door.)
W (In the kitchen. A fireplace, Daisy the cook and Mrs Underlay are here. Mrs Underlay says you must be the gnew maid and she does't want you to bother her till tomorrow which is your first workday. Daisy will follow you. Score 640 and you are way below average.)
E (In a sloping passage, leading down to an open door.)
OUT (In the servant's yard. A dustbin is here.)
EXAMINE DUSTBIN (You find some rubbish in it. The rubbish is horribly smelly. Note: If you examine it you will be dirty and end up 10 points short!)
DAISY EXAMINE RUBBISH (She finds a letter. Score 660)
DAISY GIVE ME LETTER (Daisy gives the letter to you. Score 670)
IN (In a sloping passage, leading down to an open door.)
W (In the kitchen.)
UP (On the servant's stairs that leads up from the kitchen towards the attic. There is a small door to the banquetting hall.)
OUT (In the banquetting hall.)
E (In the drawing room.)
N (In the parlour, with French windows onto the veranda.)
N (On the veranda, looking onto a croquet lawn.)
OUT (On a croquet lawn. Now Jasper is swimming, so we have to wait.)
WAIT FOR JASPER
N (By the swimming pool. When Jasper is here he doesn't allow you to go east to his changing room.)
E (On a garden path between the pool and a little changing room to the gnorth. A sun lounger is here.)
HIDE BEHIND LOUNGER
WAIT FOR JASPER (He arrives to change his clothes.)
WAIT 7 (He leaves again)
N (In the changing room. A Faxofile is here. Score 690 and you are just below average.)
GET FAXOFILE (Score 700)
S (On a garden path between the pool and a little changing room to the gnorth.)
W (By the swimming pool.)
S (On a croquet lawn.)
S (In the cloisters, a kind of gnorth-south covered walkway.)
S (In the tree court. A tree is here.)
EXAMINE TREE (It is casting a dense shadow.)
EXAMINE SHADOW (You spot a hole.)
IN (On a staircase.)
UP (In the attic.)
WAIT 4 (Rulf opens a door for you.)
W (In the garret. A stack of canvasses and a hole in the west wall are here.)
EXAMINE CANVASSES (There are many forgeries, but only one masterpiece. Score 720 and you are an average sort of gnome.)
GET MASTERPIECE (Score 730)
E (In the attic.)
DOWN (On a staircase.)
OUT (In the tree court.)
N (In the cloisters, a kind of gnorth-south covered walkway.)
N (On a croquet lawn.)
IN (On the veranda, looking onto a croquet lawn.)
S (In the parlour, with French windows onto the veranda.)
S (In the drawing room.)
W (In the banquetting hall.)
W (In the entrance hall. A latch is here.)
OPEN LATCH
W (In the lounge a well-worn path crosses the carpet from east to west.)
W (In the reading room. A fireplace is here.)
IN (Into the chimney.)
UP (In a chimney shaft; so gnarrow that her hair swept the sides.)
OUT (On the west gable.)
E (In the middle of the roof. Score 750)
E (On the east parapet. A chimney is here.)
IN (In a duct juntion with a gnorth-south flue.)
N (In a flue.)
OUT (In Jasper Quickbuck's bedroom, with a plush bed, and smart onyx lamps. A telephone, an answering machine, a fireplace, a wardrobe and a bed are here.)
WAIT 10 (Jasper enters the bedroom, Ingrid and Daisy hide under the bed quickly. During they are waiting under the bed, Jasper picks up his revolver and chats, and he light a cigar but it explodes, etc. and finally he goes south though the door.)
GET OUT
OPEN WARDROBE (In it are a jacket and a manual.)
PRESS RECORD (When the phone rings. Anyway do some other activities in this room.)
GET MANUAL
READ MANUAL
GET TAPE (Score 780 and you are getting better all the time.)
EXAMINE JACKET (In it is a pocket.)
EXAMINE POCKET (In it is a wallet.)
EXAMINE WALLET (You find a photo. Score 800 and you are above average.)
GET PHOTO (Score 810)
S (In a gnew gnorth-south corridor.)
S (In a long gallery, with a gnewly added corridor to the gnorth. A curtain and a portrait are here.)
W (In the central gallery that runs east-west across the first floor of the manor. A chandelier and some paintings are here.)
W (In the west gallery. Some paintings are here.)
W (At the end of the west gallery, gnear a wall panelled with dark oak. A window and some paintings are here.)
OPEN WINDOW
OUT (On a gnarrow window ledge above the formal gardens. Score 830)
W (On a magnificent balcony outside a dark room.)
IN (In a secret room. A collection of valuable antiques are here.)
EXAMINE ANTIQUES (They are stolen! You find a diamond. Score 850 and you are doing very well indeed.)
GET DIAMOND (Score 860)
E (At the end of the west gallery, gnear a wall panelled with dark oak.)
E (In the west gallery.)
E (In the central gallery that runs east-west across the first floor of the manor.)
DOWN (In the entrance hall.)
OUT (In the porch.)
DAISY WAIT 2 THEN KNOCK DOOR
IN (In the entrance hall.)
UP (In the central gallery that runs east-west across the first floor of the manor. Somebody (Daisy) knocks at the front door. The butler walks downstairs to open the door.)
S (In Jasper Quickbuck's office; the heart of the Quickbuck Empire. A telephone and a desk are here.)
EXAMINE DESK (There is a paper on the desk and you find drawer in the desk. Score 880 and you are a clever little gnome.)
GET PAPER (Score 890)
N (In the central gallery that runs east-west across the first floor of the manor.)
DOWN (In the entrance hall.)
WAIT FOR DAISY
OUT (In the porch.)
DAISY WAIT 2 THEN KNOCK DOOR
IN (In the entrance hall.)
UP (In the central gallery that runs east-west across the first floor of the manor. The butler leaves again.)
S (In Jasper Quickbuck's office; the heart of the Quickbuck Empire. A telephone and a desk are here.)
PULL DRAWER (Part of a checkbook falls out. Score 910)
GET STUBS (Score 920 and you are very pleased.)
N (In the central gallery that runs east-west across the first floor of the manor.)
E (In a long gallery, with a gnewly added corridor to the gnorth. A curtain and a portrait are here.)
DROP DIAMOND (Score 910, because you don't have this evidence at this time.)
HIDE BEHIND CURTAIN
WAIT FOR JASPER
WAIT 3 (He notices the diamond and hides it in the safe behind the painting.)
GET OUT
MOVE PORTRAIT
OPEN SAFE WITH 888155
LOOK IN SAFE (You find some accounts. Score 930)
GET ACCOUNTS AND DIAMOND (Score 950)
W (In the central gallery that runs east-west across the first floor of the manor.)
DOWN (In the entrance hall.)
S (In the porch.)
S (On the drive, which runs gnorthwards towards the manor porch.)
S (In an avenue of trees.)
WAVE (Gnoah and Seamus come down. Score 960 and you are grinning all over your face.)
N (On the drive, which runs gnorthwards towards the manor porch.)
N (In the porch.)
N (In the entrance hall. Jasper, seeing that the game is over, hides in the ballroom.)
U (In the central gallery that runs east-west across the first floor of the manor.)
UNTIE CHANDELIER (Ingrid floats down and lands on Jasper. He asks what she wants him to do and as a result of the potion, she asks him to marry her! They get married. Hooray?! Only Jasper is not happy. Your score is 1000 out of 1000 and you are very satisfied.)

The game is done successfully.

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