| Lurking Horror | |
| Part One | |
| Baby, it's cold outside! REAL cold. With high winds and heavy snow and drifts | |
| up over your head. A good night to be snuggled up in a cozy room with a warm | |
| drink. Unfortunately, you are snuggled up in a terminal room with a term paper | |
| to write. Only, you won't doing much writing as the evening progresses. | |
| Instead, you'll be spending your hours with ghosties and ghoulies and things | |
| that go bump in the night....some really unpleasant things. | |
| Lurking Horror is a genuine horror story, with real monsters that can cause you | |
| some real trouble, unlike the fake ghost in Moonmist. It's a bizarre blend of | |
| Lovecraft and Stephen King, with an overlay of high tech. Unfortunately, even | |
| when you get to the end, very little is really explained; you can only make | |
| surmises as to what's been happening. | |
| Like many Infocoms, Horror is pretty much non-linear, which means most of the | |
| puzzles can be solved in almost any order. This walkthru only provides one | |
| path to completion; there are others, that you may wish to try for yourself. | |
| Remember to save every now and then, in case you make a mistake. | |
| Also, somewhere along the line, you'll start to feel tired. When that happens, | |
| take a drink of Coke. The caffeine will make you alert again. You don't want | |
| to sleep anywhere, because no place is safe. After you've had your sip of Coke, | |
| you can drop the bottle. | |
| You'll run into an urchin every now and then. Until the proper time comes, just | |
| ignore him, but make sure you don't drop anything important while he's around; | |
| he'll steal it. | |
| So, here you are in the terminal room of GUE Tech, trying to finish your term | |
| paper while a blizzard howls outside. The only other person in the room is a | |
| hacker (in the original sense of the word), who will prove helpful shortly. | |
| Meanwhile, let's get this show on the road. | |
| Turn on the PC and login with the Student number on your ID card. The password | |
| is in the back of the docs that come with the game. Now click the menu box, | |
| then click your term paper. | |
| Hmmmm....this sure doesn't look like your paper. In fact, whatever you have | |
| here is definitely unpleasant, even though most of it makes little sense | |
| (wouldn't surprise me if someone was working on a translation of the | |
| Necronomicon). Keep clicking more until an illustration appears that is so | |
| nasty you faint outright (in this day and age, it must be REALLY nasty!). | |
| You find yourself on a lifeless plain, with only one way to go, down. This | |
| takes you to a platform, which might be some sort of altar. Right about now, | |
| you're probably feeling a bit nervous, and I don't blame you! However, you're | |
| here for a purpose, so examine the platform. | |
| Aha! A strange stone. Take it quickly, because something is coming. Something | |
| you don't really want to meet. Too bad there's no way you can escape. Oops! | |
| Looks like you're caught now.... | |
| And then you faint and wake up back in the teminal room (doesn't the very name | |
| "terminal room" make you feel uneasy, like an omen of things to come?). The | |
| PC screen is a mess of jumbled characters, and the hacker comes over to take | |
| a look. | |
| While he's examining the screen, take a good look at him. He certainly seems to | |
| be carrying an unusual number of keys. If you ask the hacker about them, he'll | |
| mention his sideline in locksmithing, and casually show you the master key, | |
| which is what you need. However, you'll have to bribe him for it first. | |
| Leave the room by going south, then head west to the dreary kitchen. Open the | |
| fridge door, revealing a large bottle of classic coke and a carton. Inside the | |
| carton is some Chinese food, cold at the moment. Take both the coke and the | |
| carton. | |
| Ok, now put the carton in the microwave, set the timer to 5 minutes, the | |
| cooking power to high, and turn the microwave on (of course, you remembered to | |
| close the door first, right?). The funnybones on the table are not really | |
| needed in the game, so you don't have to take them with you (in fact, you can | |
| eat them while you wait). | |
| When the five minutes are up, take the carton (which now contains some volcanic | |
| Chinese food) from the oven and return to the terminal room. Give the food to | |
| the hacker, who will appreciate your gesture by wolfing it down like a starving | |
| shark, and give you the master key when you ask for it. All right, now you're | |
| ready for the serious stuff. | |
| Leave the room and press the down elevator button. When it arrives, get in and | |
| take it to the lobby. While you're on your way down, open the panel in the wall | |
| and get the flashlight...some places are dark, and have worser things than | |
| grues lurking in the shadows. | |
| Exit the elevator at the lobby level, then take the stairs down to the | |
| basement. Sure is a little creepy, wandering around a mostly-deserted building | |
| at this time of night, eh? And just think: it will get worse before it gets | |
| better! Now, isn't that a cheery thought? | |
| Once in the basement, go east to the Temporary Basement to pick up the gloves | |
| and crowbar. Wear the gloves now, so you won't forget later. Now, turn around | |
| and amble westward until you reach the Aero basement with the forklift. Get | |
| into the forklift and start it. Guess what? You go back east again, this time | |
| driving the forklift. Keep going until you reach Dead Storage. You'll know | |
| you're there, because it's dark. | |
| Quickly turn on the flashlight. What a mess! Dead Storage sure was a good name | |
| for this place...there's junk everywhere, piled high up, almost to the ceiling. | |
| You'd never be able to move this stuff by hand. Good thing you have the | |
| forklift to help you. So, move the junk with the forklift, until the passage | |
| shows. | |
| Now you can turn off the forklift and exit it (the passage isn't big enough for | |
| it, and you don't need it anymore). This takes you to an even grubbier room, | |
| Ancient Storage, where the junk seems to have coalesced into absolute | |
| unrecognizability. Luckily, you don't have to mess with the mess. | |
| Turn your attentions to the manhole cover in the floor (wonder what that's | |
| doing here?). With the crowbar, you can pry it up. Grunt! The dark opening | |
| may not look inviting, but it's necessary to go down there. | |
| You find yourself in a brick tunnel, with two ways to go. I suggest north, to | |
| the Renovated Cave, and then down to what looks a lot like an altar, with some | |
| suspicious stains on it. There's a plate in the floor, which you do NOT want | |
| to move, now or ever. Just leave it alone, and grab the knife that someone | |
| carelessly left lying around. | |
| Head back to Ancient Storage (don't worry about the south end of the tunnel; | |
| you'll find out about later), and then through to Dead Storage and the | |
| basement beyond. Once in the basement again, turn off your flashlight to | |
| conserve power; you'll be needing light again later, and there are no spare | |
| batteries anywhere. | |
| Now go along west, past the Aero basement, to the stairs. Chug upstairs to the | |
| Aero Lobby, then south to the start of the Infinite Corridor. Well, look at | |
| that: someone left a container here. A check of the label tells you that it's | |
| magic wax. Interesting. Bring it with you, you'll be needing it soon. | |
| Here's where the fun begins. Up ahead of you is a waxer being run by a | |
| maintenance man. He looks like something out of a grade-Z thriller, but make no | |
| mistake about it: he can be deadly, given the opportunity. He is also an | |
| obstacle, as he won't let you get past him. | |
| What you need to do is wait until he moves off east. Then you move east. Keep | |
| this up until you reach the glass fire cabinet. Break the glass with your | |
| crowbar, take the fire axe, and go back to where the waxer is plugged into the | |
| wall. | |
| CHOP! One good stroke with the axe, and the wire is severed. The waxer grinds | |
| to a halt, and the maintenance man is coming after you with murder in his eye. | |
| He means it, too. Quick! Open the container and pour the wax on the floor. | |
| Now just stand there, and watch (try not to smirk) as the maintenance man slips | |
| and slides around, unable to keep his balance. If you wait long enough, you'll | |
| see something REALLY creepy happen! After that, you won't have to worry about | |
| the maintenance man anymore. | |
| The Lurking Horror is copyrighted 1987 by Infocom, Inc. | |
| This walkthru is copyrighted 1987 by Scorpia, all rights reserved. | |
| Lurking Horror | |
| Part Two | |
| You may have noticed a stairway going up near the outlet. Now is as good a time | |
| as any to see where it leads. Hmmm, doesn't lead very far. And the ladder that | |
| goes up to the catwalk above seems to be missing. But there IS some sort of | |
| shiny rope hanging down. | |
| Guess there's nothing for it but to climb the rope (and a good thing you have | |
| those gloves on right now). Huff! Puff! Not as easy as it looked. Ummmmm. | |
| Hmmmmm. Gee...that wasn't a rope at all....it was a tentacle! A tentacle | |
| attached to a really atrocious-looking creature! Fortunately, it decides to | |
| leave in another direction. Whew! | |
| With the thing gone (and your heartbeat returning to something approximately | |
| normal), open the door and step north out into the freezing storm. Brrrr! And | |
| you with no coat, either! Ah well, if you move fast enough, you may be able to | |
| avoid frostbite. | |
| Climb up to the very top of the dome, where you see a bronze plug. Get the plug | |
| and drop it. In the recess is a paper, which is what you came for. Take that, | |
| and hurry back to the catwalk. Now, drop everything you're carrying (the ladder | |
| is very heavy), get the ladder, and lower it. Pick up all your goodies, and | |
| climb down the ladder, then down the stairs to the corridor again. You're about | |
| to have fun times! | |
| Head east along the corridor to the end, then go north to Fruit and Nuts, where | |
| you'll find a stairway. Tiptoe down the stairs to the Cluttered Passage, then | |
| southeast to the Brown Building basement. Pick up the boots and wear them. Now | |
| move up the stairs into the Brown lobby, and all the way up the stairs to the | |
| top of the building (too bad the elevator here isn't working). | |
| Unlock the door with the master key, and once again step out (west) into the | |
| frigid night. Climb up to the weather dome. Ahh, nice and warm in here. Hmm, | |
| wonder what a potted peach tree is doing in a place like this? | |
| Errrr....did you hear something out there? I think you did. Something nasty | |
| with claws, in fact. Something nasty with claws that's on its way in to do | |
| nasty things to you. Get out quickly. Once outside, and with a clear (if | |
| unsettling) view of the monster, throw the stone at it. SCREECH! Both monster | |
| and stone go over the side of the roof (note: if the monster shows up inside | |
| the dome first, throw the stone at it there, then get the stone and go | |
| outside). | |
| Don't worry about that now. Return to the weather dome, and search the earth | |
| in the pot. UGH! You found a severed human hand! Trying not to feel squeamish, | |
| you take the hand (I will, with difficulty, refrain from making any "hand" | |
| jokes!). | |
| Return to the Brown Lobby, then go outside to the courtyard. Fortunately, the | |
| monster is gone, but the stone is there. Get that, and go back inside. Warm | |
| up a bit, because you're about to pay a visit to the Alchemy Department. | |
| Make your way back through the basement to the Infinite Corridor, and this time | |
| go south, through the Chem Building, until you reach the Alchemy Department | |
| door. Looks like someone is up pretty late in there. | |
| The door is locked, and for some strange reason, your master key won't open the | |
| lock. No matter, I'm sure if you just knock on the door, whoever is inside will | |
| be glad to open it for you. | |
| Sure enough, there's a professor here, and he very kindly allows you into his | |
| office, even if he doesn't seem to be especially interested in you at the | |
| moment. As you look around, one thing catches your eye: a lab signup sheet | |
| taped to the wall. Isn't one of the names on it familiar? | |
| Come to think of it, the heaviest user of the lab is the same person whose note | |
| you found on top of the Great Dome. Could there be a connection here? Let's | |
| find out: show the note to the professor. | |
| Ha! That sure changed his attitude, didn't it? Maybe not for the better, tho! | |
| Now try going south to the lab. See how easy that was? Only, the professor | |
| seems to have some plans for you. Plans that have nothing to do with increasing | |
| your life span. | |
| Before you know it, the doorway is magically barred, and you find yourself in | |
| a chalked pentagram, equally surrounded by magical forces that prevent you from | |
| leaving. Uh-oh. This does not look good. | |
| Don't panic! You have the means to free yourself. While you wait for the proper | |
| moment, take a look around the lab. Note especially the vat of tarry liquid on | |
| the bench, as well as what the bench is standing on: a trap door. | |
| Okay, the professor is now in his pentagram, and is starting a chant that will | |
| summon something you don't even want to think about for a second, let alone | |
| meet. This is the moment: cut the chalk line with the altar knife. Now, | |
| without wasting any moves (time is short here) move the bench, open the trap | |
| door, and go down! | |
| Gasp! You just made it! Turn on the flashlight, and you'll see you're in a | |
| cinderblock tunnel. This is the south end of the tunnel from the manhole in | |
| Ancient Storage. Once you get your breath back, climb up again to the lab (it's | |
| safe now, honest!). | |
| Hmmmm...what a mess! There doesn't seem to be much left of the professor, | |
| except a red smear on the wall, and a brass hyrax (ring) on the floor. | |
| Fortunately, the vat of liquid escaped destruction. Have you been wondering | |
| what it is? | |
| Well, one of the things Alchemists tried to make in the old days was the | |
| Elixir of Life. Say, you don't suppose....? Why not try it? Put the hand in | |
| the vat and let's see what happens. | |
| This is creepy! The hand is moving...it's coming back to life! (Hey, while | |
| you're standing there, don't forget to pick up the ring!). It's trying to | |
| climb out of the vat! Now, I know that picking up a live severed hand is | |
| even more horrible than picking up a dead one, but...well, you'll just have to | |
| do that. | |
| No sooner do you pluck it out than it climbs up to rest on your shoulder. | |
| Gulp! At least it seems, err, friendly. Put the ring on the hand. Fits very | |
| nicely there, doesn't it? Now you're about ready for a date with the rats in | |
| the Steam Tunnel. | |
| The Lurking Horror is copyrighted 1987 by Infocom, Inc. | |
| This walkthru is copyrighted 1987 by Scorpia, all rights reserved. | |
| Lurking Horror | |
| Part Three | |
| Ok, go back down through the trap door, into the Cinderblock Tunnel, and from | |
| there past Ancient/Dead Storage to the temporary basement (make sure you have | |
| your flashlight on until you reach the basement). | |
| Go up and get the flask that's in the Temporary Lab, then return to the | |
| basement and make your way to the elevator. What you need now is the urchin. | |
| He shows up in different places at different times, so he may not be around | |
| at the moment, and you'll have to go looking for him. | |
| When you catch up to the little darling, show him your (living) severed hand. | |
| Whoosh! That scared the heck out of him, and he takes off, dropping a pair | |
| of boltcutters as he vamooses. Grab those, and return to the elevator if you're | |
| not there now. | |
| Drop the flask, axe and cutters. Head west to the stairs beyond the Aero | |
| basement, and this time go down to the sub-basement. Squeeze northwest through | |
| the crack into the Tomb of the Unknown Tool. There isn't much here except a | |
| locked hatch in the floor. But with your master key, that isn't a problem. | |
| Unlock the padlock, open the hatch and (hehe) down the hatch! | |
| You're in the muggy Steam Tunnel, with little scurrying sounds coming out of | |
| the darkness. Ick! Rats! Go east once to the steam valve, and give it a good | |
| whack with your crowbar to loosen it up. CLANG!! Now just wait for the rats to | |
| show up. They have to be physically present in the room with you. | |
| And here they come! Rats...LOTS of rats! They look pretty hungry, too. Hurry! | |
| Open the steam valve! HISSSS! That took care of them, all right! Now you can | |
| get on with your business without being disturbed. | |
| Continue east to the end of the tunnel, where years of damp have weakened the | |
| south wall. Pry the bricks with the crowbar. Aha! There's something on the | |
| other side. As a matter of fact, it happens to be the elevator shaft. | |
| Unfortunately, the rest of the bricks resist your crowbar, and the restraining | |
| rod just won't budge. Oh well. | |
| Return to the stairs up. Hmmm, looks like one rat was killed by the steam, or | |
| perhaps trampled by his frantic brethren. A close examination shows a strange | |
| tattoo of some kind on the beast; obviously, this was no ordinary rat. Good | |
| thing it's dead, and also good that you don't need to drag the corpse around | |
| with you. | |
| Once out of the steam tunnel, go back to the elevator, making sure you pick | |
| up the padlock along the way. Pry open the doors with your invaluable crowbar. | |
| The elevator should be just above you at the lobby level. If it isn't, go | |
| upstairs and summon it to the lobby, then go back down to the basement. | |
| Stick the crowbar in the doors to keep them open (shades of Star Wars!). Now | |
| you have a good view of the elevator machinery, and one part of it looks just | |
| like a hook (which, in fact, is what it is). | |
| Climb down into the shaft. Well, what's this? A length of greasy chain! And | |
| there's the restraining rod in the wall! Bet you know what's coming now! Pick | |
| up the chain, and wrap it around the rod, then padlock it in place. Hoist | |
| yourself out of the shaft, making sure you still hold the other end of the | |
| chain. Put that end on the hook. | |
| We're making progress here. Clamber up the stairs to the second floor and | |
| press the up elevator button. Of course, the elevator can't move while the | |
| doors are still forced open, so back down you go (with all this running | |
| up and down, you're doing a pretty good imitation of an elevator yourself!). | |
| Remove the crowbar and wait. | |
| Before long, you'll hear a rending screech from the shaft. Goodbye, | |
| restraining rod! Once the elevator stops moving, force the doors one more time. | |
| Pick up the flask and cutters, and enter the shaft. Wow, look at that hole! | |
| More than large enough for you to fit through with all your gear! | |
| All right! Through the hole, into the Steam Tunnel, and follow it all the way | |
| along to the west end and the Muddy Tunnel. Pretty icky, huh? Don't worry, it | |
| gets worse! (grin) | |
| From the Muddy Tunnel, go down to the Large Chamber. What a weird place this | |
| is! Whatever could it be? Well, it happens to be some sort of incubator for | |
| ersatz urchins, many of whom are even now emerging from their slots in the | |
| wall. | |
| A close look shows you that all of these pseudo-urchins are connected to a | |
| main wire running into a hole in the floor. That's the answer! Cut the wire | |
| with the bolt cutters! Aha! the urchins collapse, and the wire shrivels away | |
| to nothing. Down you go again into the Wet Tunnels. | |
| This is a maze, but no need to worry! Your trusty hand will show you the way | |
| through! Bet you were wondering what that hand was really for, eh? So just | |
| head in whatever direction the hand indicates, until you reach the slime | |
| curtain. | |
| Nasty, nasty stuff, that slime. Anything that touches it will become coated | |
| with slime, and turn into slime itself. GAK! But, you have a way of dealing | |
| with this foul obstacle! Open up the flask. A cold mist begins boiling out of | |
| it. The mist alone won't help, however if you look inside, you'll see the | |
| flask actually contains liquid. Pour the liquid on the curtain. | |
| That did the trick! The entire curtain of slime freezes up and cracks, | |
| revealing a door. Now we're getting somewhere! Unlock the door with the key | |
| and enter (it will lock itself behind you, but you'll have other things to | |
| worry about soon enough). | |
| You have reached the Inner Lair! In one corner lies a large, pulsating mass, | |
| the stuff of nightmares. The hand jumps off your shoulder into the knee-deep | |
| water. Is it frightened? Or is there something down there? Reach in with your | |
| own hand. Aha! A power line. | |
| Just as you pull it up, the door opens again, and in walks...the hacker! How | |
| he ever found you is a mystery, but he very much appreciates the danger that | |
| thing in the corner represents. While he maunders on about it, start hacking | |
| (hehe) at the power line with your axe. | |
| Oh no! The hacker is heading for the mass...it grabs him...he's been absorbed! | |
| Too late for him...just keep at your work until the power line is severed. Now, | |
| open the metal box. Inside are all manner of connections, including one that | |
| leads to the mass, and one that has coax cable. Unplug the coax cable. | |
| Look! Something is happening in the corner! The mass is splitting open! The | |
| hacker is coming out...but he appears to be a very different person (?) now. | |
| You can't let him get to you! Quick, plug the power line into the socket. | |
| ZZZAAAPPP!! | |
| That gave the mass a real jolt! But it isn't dead! It's transforming itself | |
| into something....something terrible! And you have the feeling that your axe | |
| (or any other normal weapon) would be useless against this thing. | |
| Wait! The stone is getting warm! In fact, it's becoming almost too hot to | |
| handle! When it's red-hot, throw it at the creature! Implosion! The creature | |
| is gone and the stone falls to the floor. WHEW!!! | |
| At least it's over...or is it? You pick up the stone, and notice a small crack | |
| in it. You hear sloshing behind you, but it's only the hacker, somewhat dazed, | |
| but his old self again. Then something in the stone moves, the crack widens, | |
| and a small black creature flits out into the night. Perhaps it really isn't | |
| over, after all..... | |
| The Lurking Horror is copyrighted 1987 by Infocom, Inc. | |
| This walkthru is copyrighted 1987 by Scorpia, all rights reserved. | |
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