OOZE - Creepy Nites from Dragonware Games Solution by Neil Shipman Thanks to John Trevillian and the staff at Confidential for all their help in completing this adventure. Your objective is to make friends with the ghosts haunting Carfax Abbey and destroy the demon Ooze. Your condition when you start is: Courage : 10 Charisma : 10 Health : 10 Hitpoints : 10 Certain actions will increase or decrease these values and it is impossible to overcome some of the nasties unless your condition, especially the courage element, is high enough. Only those items which are of any use in completing the game are mentioned in this solution. The number of red herrings is phenomenal! You will automatically sleep two or three times during the adventure, either on the floor or (if you've visited them) in the upstairs or downstairs bedroom. You'll then have to pick up this solution from where you left off. You start in front of Carfax Abbey carrying a brass key and a bag of jelly-babies. N, U to Front Porch SIT in chair GET UP (Courage +2) UNLOCK DOOR WITH KEY N into darkness TURN ON LIGHT (Ludus appears and throws a fireball at you) WAIT (Courage +2. If you don't wait then Courage -1) GET DUST E into Drawing Room (Murx appears and sets a riddle - See Riddles) W, W, W to Corridor LOOK IN POCKET of overall (You find a piece of chalk) GET CHALK DROP DUST LOOK AT DUST (Footprints emerge) DRAW CIRCLE WITH CHALK (Wandering Souls materialise) ASK SOULS ABOUT OOZE (They give you a gem) FREE SOULS (You've befriended 1 Ghost. Courage +1 Charisma +1) E, E to Entrance Hall U (You're asked if you want to take the stairs on the left. It doesn't matter which side you take so answer either...) YES or NO BREAK COBWEB (If you go up both the left and right stairs during the game you must do this once on each side. Failure to do so results in Charisma -1) U, U to Parapet E, E, S, S to Music Room LOOK AT LAMP (You see a faint bulb) GET BULB N, N, W, W, D, D, D, N to Passage GET LANCE N to Corridor LOOK AT DOORKNOB (You notice the keyhole) LOOK THROUGH KEYHOLE (A loaded crossbow points at the door) PRESS HANDLE (An arrow hits the door) N into Parlor UNTIE ROPE GET ROPE S, W to Corridor BREAK DOOR WITH LANCE (Breaking it with your hands results in Health -1) N into Bedroom (Now, when you fall asleep downstairs you'll wake up in this room) S, E, S to Passage LOOK AT CHANDELIER (The bulb is unlit) SWAP BULB (Now you can see what you're doing) OPEN TRUNK LOOK IN TRUNK (You find a pickaxe) GET PICKAXE S, U left or right stairs so answer... NO or YES (BREAK COBWEB if you haven't been up this side before) U, U, E, E, S, E to Bedroom (Now, when you fall asleep upstairs you'll wake up here) MOVE TABLE (A bricked-up wall is revealed) BREAK WALL WITH PICKAXE (Marie is released and you're suitably rewarded! You've befriended 2 Ghosts. Courage +2 Charisma +2 Health +1) OPEN DRAWER (You find some twine/thread) GET TWINE TIE TWINE TO BAG of jelly-babies DROP BAG (Ludus appears and hovers over it) PULL TWINE (Ludus finds this a great joke. You've befriended 3 Ghosts. Courage +1 Charisma +1) W (with Marie following you) N, W, N, W into Ballroom (You meet a rusty Lancelot who drops a battle-axe) W to Passage LOOK AT CEILING (You notice a hatch) OPEN HATCH WITH LANCE (A ladder drops down) U (Marie meets up with Holunder. You've befriended 4 Ghosts) DROP KEY AND BAG AND TWINE AND BULB AND LANCE AND PICKAXE which are no longer of any use S, W, S to Trophy Room GET TROPHY (You take a bear. Carrying this results in Health -1 every 6 moves) N, E, N, E, N, W to Kitchen OPEN DOOR (Do you really want to?...) YES (You're so frightened by the rats which rush out that you drop the bear's head which they then set about gnawing) W into Locker GET BOTTLE AND STOOL E to Kitchen (The rats are still gnawing away) E, S, E, S, E, S, S to Music Room PLAY HARPSICHORD AGAIN AGAIN (A hole opens in the south wall) S, S, S, S, S, S through the Realms of the Dead (You meet Cheez who gives you a ring and you're returned to the Music Room) N, N, W, W, D, D, D, W, W to Corridor W (A slimy ghoul is destroyed by your ring. Hitpoints +1) W, W to Cemetery (A woman fighting zombies asks for your help) HELP WOMAN (She gives you the Stone of Danger. Courage +2) N, E, N, U to Outside Chapel (Voices can be heard inside) QUIETLY OPEN DOOR (You find Deaddy and Slime playing cards) PLAY CARDS (You've befriended 6 Ghosts. Courage +2 Charisma +1) LOOK (You see an altar) LOOK AT ALTAR (There is a bowl on it) LOOK IN BOWL (You find a host) GET HOST S DROP STOOL GET LANTERN D, S, E, E, E, N, N, E, N to Staircase D, D, D into Torture Chamber (Foltair gets ready to slash your throat) WAIT (Foltair grabs you and puts you on the rack) RUB GEM (The Wandering Souls appear and restrain Foltair) GET UP LOOK (You see a pot) LOOK IN POT (It's full of bubbling oil) CAREFULLY FILL BOTTLE with oil (If you don't do it carefully this results in Health -1) RUN UP STAIRS (You evade Foltair. Courage +1) S, W, S, S, U, (YES or NO), U, U, W, N, E to Ballroom OIL LANCELOT (You've befriended 7 Ghosts. Courage +1 Charisma +1) GET AXE E, S, E, N, U to Stairs to Tower U (The stairs collapse leaving a hole) TIE ROPE TO AXE THROW AXE UP (It fastens to a post) CLIMB UP ROPE (N.B If this doesn't work try CLIMB ROPE UP) U, U to Tower (Horus is despairing the passing of time) STOP CLOCK (You've befriended 8 Ghosts. Courage +1 Charisma +1) D, D CLIMB DOWN ROPE (N.B. If this doesn't work try CLIMB ROPE DOWN) D, S, W, W, D, D, D to Entrance Hall (When you wake after falling asleep at some stage in the game the text will end with either "When I wake up it is already getting dark" or "The sun has almost set". Don't try the following moves unless you've got the latter response!) S, D to Front of Stairs below Front Porch (where an eastern exit will have opened up) (N.B. If you venture outside here when you haven't got the second response then the fog is likely to get you. This results in Courage -1 Health -3 Hitpoints -3) E, D, D, E to Wine Cellar LOOK AT BARRELS (You see a tap) TURN TAP (Wine splashes onto the floor) DRINK WINE (Vino appears. Courage +2) PRAISE WINE (You've befriended 9 Ghosts. Courage -1 Charisma +1) W, U, U, W, U, N to Entrance Hall U, (YES or NO), U, U, E, E, N, U to Stairs to Tower (where the hole appeared) (N.B. Before attempting the following moves you must have befriended all 9 Ghosts and your condition should be approximately Courage 26 Charisma 18 Health 10 Hitpoints 13) CLIMB DOWN HOLE (You meet the dreaded Ooze) THROW HOST AT OOZE (He retreats into darkness) FOLLOW OOZE KILL OOZE WITH STONE OF DANGER Final Message Congratulations, you made it, you killed Ooze and gave back freedom to the ghosts. They will be grateful forever. Think of 'em when you hear funny noises, see beheaded ghosts or wandering corpses next time. The Riddles - and (most of) the Answers The first time you meet Murx he'll give you a riddle. CALL MURX to make him re-appear (try a bit later if he won't come first time). He then gives you the choice of having a new riddle (by typing YES) or answering the last one (by typing NO). There are 12 riddles and Murx will give you a hint for each one you get right. 1 Can you tell me what a dozen gum-trees with 30 leaves each could be? ANSWER YEAR 2 Tell me what stinks when alive and smells beautifully when dead. ANSWER PIG 3 Tell me what goes through a door without having to open it, what sits on a stove without burning itself and what is sitting on a table without feeling ashamed! ANSWER MOONLIGHT 4 My word consists of 5 letters. I add two and it shrinks. ANSWER SMALL 5 The one who produces it, doesn't tell it, the one who takes it doesn't know it and the one who knows it, doesn't want it. ANSWER ????? 6 Do what I say but not as I do. Say boots without shoes. BOOTS WITHOUT SHOES 7 The one who makes it, doesn't need it, the one that buys it, hasn't got any use for it and the one that needs it, doesn't feel it. ANSWER COFFIN 8 Tell me an animal only a virgin can catch! ANSWER UNICORN 9 It has a hat but no head, a foot but no shoe. ANSWER ????? 10 Onwards it is the greatest good for any creature, backwards it's the rival of any priest. ANSWER LIVE 11 If you need one and it won't work, you'll never need one again! ANSWER PARACHUTE 12 Whom you gonna call in this house? ANSWER GHOSTBUSTERS