| THE LURKING HORROR | |
| ------------------ | |
| Another fine Infocom game walkthrough! | |
| Be sure you're ready to give up... | |
| Paul D. Smith | |
| (paul_smith@dg.com) | |
| Version 1.0 | |
| ----------- | |
| * It is probably a good idea to save every now and then, just in | |
| case :-) | |
| The timing in the Lab and the Inner Lair is tricky, so it's a good | |
| idea to save before knocking on the Alchemy Dept. door and before | |
| opening the wooden door to the Inner Lair. | |
| * [USERNAME] is the 9-digit number underneath the bar code on your | |
| student ID contained in the game package, and [PASSWORD] is | |
| written in your student handbook (also contained in the game | |
| package). | |
| * If you have cut-and-paste capability you can just cut and paste | |
| each line below; the periods seperate the commands and the game | |
| will understand that. | |
| ------------------------------------------------------------------------------- | |
| turn on pc. | |
| type [USERNAME]. | |
| type [PASSWORD]. | |
| click box. click paper. read paper. click more. again. again. | |
| again. d. d. take stone. z. z. get up. s. press down. w. | |
| open microwave. open fridge. take coke and carton. | |
| put carton into microwave. close microwave. press 4. press 0. again. | |
| press start. z. z. z. open microwave. take carton. e. n. open carton. | |
| trade food for key. give food to hacker. s. press down. s. press 1. | |
| open panel. take flash. z. z. z. n. d. w. enter lift. turn on lift. e. | |
| e. leave lift. take bar and gloves. wear gloves. enter lift. e. | |
| turn on flash. move junk with lift. again. again. again. turn off lift. | |
| leave lift. e. move cover with bar. d. n. d. take knife. u. s. u. w. w. | |
| turn off flash. w. w. w. u. s. take container. e. z. z. z. z. e. | |
| u. climb rope. open door. n. u. take plug. take paper. d. s. drop all. | |
| take ladder. put ladder over edge. take all except plug and assignment. | |
| d. d. e. break cabinet with bar. take axe. w. open container. | |
| cut cord with axe. pour liquid onto floor. e. e. s. knock on door. z. | |
| give paper to professor. s. z. z. cut line with knife. leave pentagram. | |
| move bench. open door. d. turn on light. open door. u. | |
| drop container and knife. n. turn off light. open door. n. n. n. d. se. | |
| take boots. wear boots. u. u. unlock door with key. open door. w. u. | |
| dig in dirt. take hand. d. throw stone at shape. e. d. s. take stone. | |
| n. d. nw. u. s. s. s. s. turn on light. put hand in vat. take ring. z. | |
| take hand. put ring on hand. d. n. u. w. w. u. take flask. d. | |
| turn off light. w. drink coke. drop flask and axe and coke. w. w. d. | |
| nw. unlock padlock with key. take padlock. se. | |
| << In the next sequence you *must* find the urchin; if he doesn't >> | |
| << show up, try going back up the stairs into the Aero Lobby or >> | |
| << Computer Center: he sometimes hangs out up there. When you >> | |
| << meet him do this: >> | |
| show hand to urchin. take cutter. | |
| << then continue as below. >> | |
| u. e. e. | |
| take flask and axe. open door. d. turn on light. move brick with bar. | |
| move old brick with bar. take chain. put chain around rod. | |
| lock chain with padlock. open door. put bar in door. turn off light. | |
| u. put chain on hook. take bar. u. press up. s. press 2. | |
| z. z. z. n. d. d. open door. d. turn on flash. n. w. w. | |
| turn valve with bar. z. z. turn valve with bar. turn valve. w. w. w. | |
| w. d. cut wire with cutter. d. n. d. s. s. d. open flask. | |
| pour liquid on curtain. drop flask and cutter. unlock door with key. | |
| open door. s. open box. unplug coaxial cable. reach under water. | |
| take line. cut line with axe. again. again. take line. | |
| put line into socket. z. throw stone at thing. take stone. | |
| quit. | |
| The End | |
| ------- | |
| Emacs Local Variables: | |
| Emacs mode: Text | |
| Emacs fill-column: 75 | |
| Emacs End: | |
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