| Anchorhead | |
| An interactive gothic by Michael S. Gentry | |
| Release 5 / Serial number 990206 / Inform v6.15 Library 6/7 | |
| The Complete Step-by-Step Walkthru with score-notification by Aeron Pax. | |
| Note: Some variables change from game to game... | |
| - Torn Journal (the combination to the safe). | |
| - Strange metal flute (correct attunation). | |
| - Blueprint & Mirror rack (the correct measurement). | |
| DAY 1: | |
| Se. Push can against wall. Climb can. Up. West. Push play. | |
| East. Look up Verlac (2p). West. Unlock Door. West. West. | |
| West. NW. West. Read book. Show keys to Michael (2p). East. | |
| SE. East. South. South. East. South. SW. NW. Unlock door. | |
| North. | |
| DAY 1, EVENING: | |
| Close door. Lock door. Up. North. Undress. Drop all. West. | |
| Bathe. East. Lie in bed. Sleep. | |
| DAY 2: | |
| Look. Get wallet. Open it. Get card. Leave bed. Dress. | |
| Get all. Wear coat. South. Down. West. Open cupboard. | |
| Pull lining (2p). Read journal. [Note the combination to the safe.] | |
| North. Get flashlight. Open Cabinet. Get matches. Turn on flashlight. | |
| NW. Get broom. Unlock door. Down. South. Search crates. Get box. | |
| Read clippings. [You should know learn the following names of the | |
| Verlac family: Mordecai, Elijah, Heinrich & Wilhelm.] Drop cardboard | |
| box. Wipe web. Drop broom. Get key (1p). Put key on keyring. North. Up. SE. | |
| East. East. Look at paintings. Look at scene. South. Get album. Look up | |
| Wilhelm in album. Look up Eustacia in album. Look up Croseus in album. | |
| West. Up. East. North. Get volume. Read it. Look at bookshelf. | |
| Get Poe (1p). Examine safe. [ Now "turn the dial to x", three times, | |
| where x equals the appropriate combination found in the torn journal. | |
| This opens the safe - (2p).] Look in safe. Get puzzle box and flute. | |
| South. South. Open jewelry box. Get silver locket. Push bed. | |
| Look in hole. Get pages (2p). Read pages. [You learn the name William.] | |
| North. West. Down. North. West. Unlock door. North. NW. Unlock crypt. | |
| Down. Examine coffin. Look up William on nameplate. Open William's coffin. | |
| Get skull. Up. SE. South. Close door. Lock door. East. South. Unlock door. | |
| South. SE. NE. North. West. Get newspaper. Read it. South. South. SE. | |
| Look up Edward in record. Look up Mordecai in record. Look up Elijah in | |
| record. Look up Heinrich in record. Look up Wilhelm in record. NW. SW. | |
| Look up Edward in record. Look up Mordecai in Record. Look up Elijah in | |
| record. Look up Heinrich in record. [You seem to be uncovering a pattern | |
| here;] Look up Wilhelm in record. NE. North. North. North. North. West. | |
| NW. West. North. Ring bell. Show card to librarian. Ask librarian for | |
| book (2p). Open Historical. Get slip of paper. Read it. Read Historical | |
| (1p). Drop it. South. East. SE. East. North. Get Lantern. South. Look | |
| under table. Get flask. South. NW. Read wall. West. South. Look in display | |
| case. Ask proprietor about amulet (5p). Give puzzle box to him (2p). | |
| Get puzzle box. North. East. SW. South. South. East. East. Give flask to bum | |
| (2p). Ask bum about himself. Ask bum about brother. Ask bum about Anna. | |
| Ask bum about crypt. Tell bum about skull. Show skull to bum. | |
| Give amulet to bum (5p). | |
| DAY 2, EVENING: | |
| Put copper key on keyring. SE. Get tin. NW. West. South. SW. NW. North. | |
| [Michael is missing.] Close door. Up. East. North. East. Get letter opener. | |
| Look at screen. Remove ring. Look at it. Wear it. Type 0628 on laptop (2p). | |
| Look at screen. West. South. Pull cord. Up. Push newspaper under door. | |
| Put letter opener in keyhole. Get newspaper. Get brass key (1p). Put brass | |
| key on keyring. Unlock door. North. Search straw. Get gold locket. South. | |
| Down. West. North. West. Get towel. East. Undress. Drop all. Lie in bed. Sleep. | |
| DAY 3: | |
| Leave bed. Dress. Wear coat. Get all. South. East. North. East. Look at | |
| fireplace. Turn sphere. SW. West. Look in hole. East. Look in hole. NW. | |
| Look in hole (2p). SW. SE. Put lens in telescope [the disk in the puzzle box]. | |
| Look in telescope (5p). [You've learned then name: Ialdabaoloth.] SE. East. | |
| Down. West. Down. North. West. NW. Down. East. Search wine rack. | |
| [By examining the five bottles, you find 5 different letters.] | |
| Turn c. Turn w. Turn h. Turn e. Turn m (2p). [A secret passage to the north.] | |
| North. North. North. NE. Down. Say ialdabaoloth. North. | |
| [Now you must attune the flute until you hear the right-hand column's | |
| vibrations grow stronger, resonating in harmony with the note of the flute. | |
| The flute's attunation changes with each time you restart the game, so | |
| follow this procedure: Play flute. Cover hole 1. Play flute. Remove finger | |
| from flute. Cover hole 2. Play flute. etc.. Continue with this, covering | |
| one hole at a time until you have found two different settings on the flute | |
| which ressonates in harmony with the column - Remember them for later! | |
| Ie. if the columns resonate with the flute when you have covered hole 3 and | |
| hole 5 - You should cover both hole 3 and 5 on the flute, before playing | |
| to summon the portal to The Womb of Nehilim, but don't do this ...yet.] | |
| South. Up. SW. NW. East. Down. West. Down. South. SE. NE. South. South. | |
| Look at woods. West. SW. West. Get drawing paper. Get Hook. South. Lift | |
| plywood cover. Down. Search bones. Get Teddy. Up. North. East. South. Down. | |
| Hide under bones. Wait (2p). Up. Up. North. East. NE. East. North. East. SE. | |
| Break padlock with hook (1p). Down. Look at shape. Search shape. Put steel key | |
| on keyring. Look at furnace. Open hatch. West. [If you lantern is burning, | |
| now is a good time to "extinguish lantern".] Put all in pocket. Jump onto | |
| riser. North. Get cloth. East. Read huge tome. [At the question "Will you | |
| read on?" - Answer "no".] East. Up. Up. Get rope. Down. West. West. South. | |
| Drop robe in shaft. Tie rope to railing. Down. Drop rope (2p). Light flashlight. | |
| [If the flashlight fails to work - Drop it, light a match and light the lantern.] | |
| Get robe. NW. North. North. Open tin. Put oil on hatch. Open hatch. Up. East. | |
| West. NW. East. Unlock drawer. Open drawer (2p). Get all from drawer. | |
| Read letter. Put bronze key on keyring. West. West. West. North. West. North. | |
| [Remember that newspaper-article - If the kidnapped boy (Jeffrey Greer) was | |
| abducted from #11 Mill Town Road, this is the door you should knock on.] | |
| Knock on door 11. Give teddy to woman (2p). Look in overalls. Get long steel | |
| key (1p). Put it on keyring. West. South. South. Search thicket. Unlock hatch. | |
| Get lantern. [from your coat's pocket] North. [The flashlight doesn't work.] | |
| Light match. Light lantern. Put towel on valve. Turn wheel (1p). North. North. | |
| Open hatch. Wait. Wait. North. Tie chain to me. Look at controls. Pull lever (2p). | |
| Untie chain. North. Read notes. Get caliper. Get memo. Get Blueprint. Read it. | |
| [The blueprint hold two numbers: "0.0113" and a variable, that changes each time | |
| you restart the game. Now you need to find the mirror from the mirror rack that | |
| measures the same as the variable-number, this is done by: Get mirror 1. | |
| Put it in caliper. (If the number is wrong, drop it, and continue this procedure | |
| with all 4 mirrors - One of them has the same measure as the blueprint variable. | |
| Hold on to this mirror but drop all the others). Let's assume from this point | |
| onwards that the correct mirror is mirror #4.] | |
| Get mirror 4. Put it in caliper. [We have a match!] Open tin. Rub oil on mirror 4. | |
| South. Down. Jump off equipment. South. South. South. South. NE. East. | |
| [Now you spot Michael by the lighthouse.] East. NE. East. Up. Down. [Ouch!] | |
| THE LAST NIGHT: | |
| Break door. Break door. Get glass. Look at window pane. Put glass in crack. | |
| Cut jacket with glass (2p). Open closet. Wear coat. Get all from closet. South. | |
| South. Unlock west door. Open it. West. Look in tear. Get town square (2p). | |
| Read it. Get needle. East. South. [A madman approaches..] South. Down. | |
| Get lantern [from your coat's pocket]. Light match. Light lantern. North. North. | |
| Get magazine. Give magazine to madman. Get large key. Put it in keyring. Unlock | |
| gate. North. North (2p). [the madman escapes] North. Remove coat. Wear robe. | |
| East. Wait (x5) [until a small, shiny object falls out of the bum's clothes.] | |
| Look. Put all in pocket. Get amulet (2p). North. Give gold locket to creature. | |
| Hit creature with hook (2p). North. West. North. East. NE. Unlock door. Open it. | |
| East. Up. Look at device. Get real mirror. Wait. Wait. Give mirror 4 to Michael. | |
| [The Island of Flesh.] Wait (x9) [until the people start fleeing from the island.] | |
| (5p). Pick cuffs with needle. Free boy (5p). West. SW. SW. West. West. North. | |
| Wait. South. East. South. East. South. South. Touch obelisk. Show ring to Michael | |
| (5p). Show amulet to Michael (5p). [Remember the last time you were in the | |
| Burial Mound - Now attune the flute like you did back then, ie. "cover hole 3". | |
| "cover hole 5" and..] Play flute (15). | |
| * EPILOGUE * | |
| Go north. Get test. Look at little window. | |
| --You have won... for now-- | |
| In this game you scored 100 out of possible 100 points! | |
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