The Wayfarer's Guide to Grueknapped A Bob Adams adventure converted to the Amiga by The Grue Played on Commodore Amiga A nice conversion using Hatrack II of an Amstrad game written by the Amster himself. The parser is a little limited but fairly forgiving. The atmosphere is good with plenty of Adamsian examples of humour. You have been grueknapped and are trapped in the dreaded Grue caverns below Ormskirk. Your tubby companion has been eaten and the Grue is sleeping off his meal. You are next on the menu ... unless you can escape through the locked door which the Grue is sleeping behind. Your only way out is to prepare an alternative snack, kippers cooked just the way he likes them. From the start position in the hovel, E to the Eating Area, GET HAT, WEAR HAT, N to the Multi-coloured Slop Shop where a spectrum computer is. EXAM COMPUTER and discover it is one of the bouncy rubber keyboard Speccies, but without a plug or power source. E to the Big Mac Room, full of big raincoats. GET CRISPS, W, W to the Art Gallery where Grue looks at pretty pictures and tries to understand why humans pay fortunes for them. EXAMINE PAINTING and find it is Ormskirk Quay, EXAMINE QUAY to find an Adams misspelling which should be Key. GET KEY, N to the Paddy O'Doors Room where a useful pair of nutcrackers are. GET NUTCRACKERS, E to the Fancy Dress Room where a rickety cupboard hangs off the wall, UNLOCK CUPBOARD, OPEN CUPBOARD and GET TIGHTS you find in it. LOOK BEHIND CUPBOARD and find a wand. GET WAND. E to the Games Room where a whip is, the sort of games played here are best left to the imagination. GET WHIP, W, W, GET DAGGER, S, E, S back to the Eating Area. E to the Washing Area where a sink is. EXAMINE SINK to find a plug. GET PLUG and EXAMINE PLUG finding it is a 13amp variety. TIE PLUG TO COMPUTER and you only need a power source. W, S to a large notice board where a large pin is stuck in. EXAMINE NOTICE BOARD, GET PIN, W to a High Room with a shelf positioned too high to see what's on it. DROP COMPUTER, JUMP ON COMPUTER and the ultra-springy keyboard launches you into the air. Hanging onto the shelf you discover a currant. GET CURRANT and you find it should have read CURRENT. GET CURRENT and you now have a portable power source. D, GET COMPUTER, TIE CURRENT TO COMPUTER to connect it. S to the Question of Sport Room where there are a pair of cricket balls. GET BALLS and a very surprised large cricket screams and runs off to cower under the table in the Eating Area to plot his revenge on you. E to the gurgling Gourmet Room where a packet of seeds is. GET SEEDS, E to the Role Play Room where a block of wood lies, too heavy to lift. W, W, N, E, N back to the Eating Area. (Do look under the table to see the aggrieved cricket). E, E to the Kitchen where the oven is. obviously this is where to cook the alternate meal, but where are the ingredients? E to the Well Room where your eye catches a flash of light from the well. EXAMINE FLASH to see it is a fish. If only you had a rod and line. BEND PIN WITH NUTCRACKERS to make a hook, TIE HOOK TO WHIP making a fishing rod. But no bait as yet. N to Queue Gardens, GET EARTH, E to Bill and Ben's Potting Shed where a pot is, GET POT, W, S back to Well Room, S to the Solutions Room where fertiliser and an Adventure Probe flyer are. GET FERTILISER (funny, I didn't know Bob knew that word), E to the Belfry where a bat (Botham) is flying about. How to catch the beast? Well, if you had a net ... wait, tights are net-like. THROW TIGHTS IN AIR. The bat becomes entangled and easily caught. Perhaps he would placate the wounded cricket. W, W to the Smallest Room where the Andrex puppy is (pick him up and you will have a wet shirt), W to the Colossal Room. An axe and a cage are here. GET ALL, E, E, N, W, W, W, S, W, S, E, E back to the block of wood. CHOP WOOD WITH AXE and you cut off a worm-ridden chip. LOOK for the worm and GET WORM. TIE WORM TO ROD. You now have a baited fishing rod. The cage and seeds could be useful. PUT SEEDS IN CAGE. W, W, N, E, N, E, E, E to the Well Room. EXAMINE FLASH, CATCH FISH and all the water vanishes leaving a way down. You now have an alternate meal. W, W, W to the Eating Area. LOOK UNDER TABLE, GIVE BAT TO CRICKET who plays with it happily. EXAMINE CRISPS to find they are bacon flavour. PUT EARTH IN POT, PUT FERTILISER IN POT, PLANT CRISPS IN POT. They flower into a small tree. EXAMINE TREE to find it is a bacon tree. PUT TREE ON TABLE. (DROP ALL to be able to do this). E, E, E to the Well Room, D to the Well Bottom, E, GET SWISS ROLL, W, S, S, E to a parrot. CATCH PARROT (having the seed in the cage it gets in and is trapped). S, W to where a snake blocks the path. GIVE CAGE TO SNAKE which eats polly and crawls into a hole to digest it. NW, E to a Hole, IN to a Magical Cave where a frog is. KISS FROG and it turns into a princess (who is very annoyed that you interrupted her frog meditations). EXAMINE PRINCESS. She puts a magazine into your pocket. EXAMINE MAGAZINE, READ MAGAZINE and find that it has a free computer tape on the front. EXAMINE TAPE and you find it is a recipe for a kipper dish found irresistible by Grues. But how to get back to the Well Room? EXAMINE WAND for a clue, WAVE WAND and scratch marks will appear on the wall. EXAMINE SCRATCH MARKS and they tell you to SAY FROB and with a flash you find yourself in the Well Room. PLAY TAPE and the computer prints out a recipe. GET RECIPE, W to the Kitchen, EXAMINE OVEN, LIGHT OVEN (to light the grill), COOK FISH. Having cooked the kipper, GET KIPPER, W, W to the Eating Area, PUT KIPPER ON TABLE. CALL GRUE. If all has been done correctly, Grue rushes in, sees the kipper, grabs it and is attacked by the cricket with the bat. Yes, you were wrong. It wasn't a bacon tree, it was a HAM BUSH. In the confusion go W and escape W through the now open door. You do not get the usual pleasantries and congratulations on completing the game but you do have the satisfaction of having completed it. This is to the chagrin and annoyance of the author who vows you will not have it so easy next time. The only non used items are a mattress (a red herring re the springboard puzzle) and a leaflet advertising Adventure Probe magazine though this should be read as it is a very interesting document. Two minor bugs are that the cricket is described as taking refuge under the table in the Hovel (actually it is in the Eating Area). Also the input is 'light oven' and not 'light grill' as the room description leads you to suppose. One more major bug (which does not detract from the game) is that having given the bat to the cricket it remains in your inventory. Thus it is possible to catch the bat again and have it in your possession and conceivably (but not tried) to offer it to the cricket which is sitting under the table playing happily with the bat it was first given. NB The table only appears when you are holding the hat. Bob believes that you would have to hold the hat to shed enough light in the room to see the table.