The Lost Stone Mansion - Paul Merkley/AGT (Text adventure for ST (PD341), PC (PD342), Amiga) Reviewed by "Kedenan" on an Amstrad PC1512 This is a first class adventure, one of the best Public Domain adventures that I have ever played. It is a credit to the author and, in my opinion, as good as any Infocom Adventure. INTRODUCTION. You are on a hiking holiday in the German Tyrol and the mountains become more formidable as you walk and you are soon surrounded by forest. You wander into a deep valley and as you meander up a twisty trail toward what you hoped would be a way out of the imposing forest, you see a flagstone path leading through a thick stand of cedars and cypresses. Is there a dwelling nearby? Cautiously making your way along the stone path, you notice a structure. A massive dark stone mansion with prominent woodwork sits perched ahead of you. This strange inhabitance is surrounded by enormously tall cypresses extending vertically for hundreds of feet. You gaze up at the dark verdant evergreens, then plod up the monumental porch stairway and you rap on the huge iron knocker on the front door. No one answers your knocking, so you cautiously open the door accompanied with a deafening creak! Inside you find a stone entryway, a bookcase and a large ancient chair. As you walk past the chair, you find yourself well into the entryway. Suddenly the big door slams shut with a deep thud! Whirling round your eyes adjusting to the subdued light, you notice a large single stone set into the wall of the entry way. This stone seems to be a narrow secret doorway, which is normally hidden by the bookcase now moved aside. You push hard upon the stone door. Using all your weight you manage to open it enough to squeeze through the strange doorway and you now stand in a large dark hallway. The secret door just closes behind you with a soft thud. You continue to search around, finding odd items and encountering various creatures, some of which are very dangerous. You try to find your way out of the mansion alive. While exploring the mansion and its dark subterranean reaches, you discover a mystery. Apparently, treasure is hidden somewhere in the big house. You discover something else: there seems to be evidence of experiments, or hidden knowledge, concerning rare gems. It appears that something is occurring, or has occurred in the past, in the mysterious chateau regarding "Photogenerative Properties of Rare Gems", that is, the creation of light from rare gems! Your mission becomes twofold: escape with your life and solve the mystery about the gems. There seems to be no way to return to the front entryway of the mansion and depart the way you came in. Or is there? You try to solve the riddles of the spooky old estate. Soon the riddles grow. There seems to be evidence that someone else is keeping a watchful eye on you and wandering through the mansion with you! Or at the least, someone was in the house recently, as you soon find fresh food and drink. You strive to solve the puzzles. At each turn of events, the mystery grows. Why is there a secret part of the mansion anyway? How can you get back to the original entrance? What sort of treasure is hidden in the chateau? What is the secret about the gems? Who else is wandering about the house and are they friendly or menacing? Are there really dangerous animals in the mansion? Why are there so many curios in the house? Who owns this mansion anyway?! These and other questions haunt you as you manoeuvre through the big chateau. Fare thee well, fellow traveller. I wish you great success on your fated quest - into the unknown - of the Lost Stone Mansion. STARTING THE ADVENTURE. You are in a secret hallway of an ancient mansion. Gossamer gently floats in the stale air, thick tufts of cobweb clinging eerily to several old paintings. There are five large portraits on each of the long walls. The oil paintings have large ornate gilded frames, a couple of them cracked and splintered. All that is left of the images in the paintings are shadowy figures in showy outfits. You can't even make out their features. A small sign is located near a highly decayed painting, which reads:- Ah, bigger and sligger, my lost arrow figure, Venture forth you must, in this land of much dust, Pull forth with your might, all the land's offer bigger, And find, take the treasure, before you are crushed. Ah shigger and fligger, my lost arrow fire. Come -- venture you must, to a land of much dust, To a time immemorial, a place indecipherable, A very fine journey of fine, ornate treasure. There is a flashlight lying on the ground nearby, which will be useful in the dark reaches of the mansion. There is also a door slightly open to the north, so you open the door and go through into the Yarn-spinning room. This tiny circular room has a ceiling which seems endless. Looking up, you see more cobwebs lining the dark wooden walls. The gossamer webs slowly waft in the stuffy air of the room. The ceiling rises fifty feet to a tiny window in the centre of a highly ornamented and sculptured wooden ceiling. Swirls of curving shape adorn the woodwork, an earmark of mansions in the romantic era. In a corner of the scuffed wooden floor of the room sits an ancient spinning wheel, having bits of fabric, probably cotton, attached. At the other end of the crude machine, string-like cords are wrapped around a large spool. You try to imagine the finished product from such a wheel. A short distance from you stands some clear water in a tall glass, and a short hard stick. I don't think it's a baton to conduct a dance band, yet later on you will come across a couple of skeletons sitting on overstuffed chairs wearing dance clothes. As a bat hovers near you, you notice an open doorway to the north, only four feet high and narrow, also a larger doorway to the west. So you decide to go west, into the massive dining hall with a table extending fifty feet into the room's centre. The large table is set with empty china, and twenty lit candles span its length. Above the table, a chandelier glitters with hundreds of candles set into crystal. The chandelier softly sways. You squint a little in the bright light and a short distance away you see a pile of golden coins, I would get them whilst you have the chance as a large possum is approaching who may not prove very friendly in bright light, as he should be sleeping. So you beat a retreat to the north. Here you meet the skeletons dressed for a dance and a large stone nearby. At the far end of the room a giant lizard is moving towards you. So get that stone quickly, and throw it at the lizard! The stone soars through the air towards the lizard. It's a direct hit! The lizard writhes in agony as it fades away in a cloud of green smoke, ----- and so do I! If you play this adventure, later on you will find some calming brandy, and you could do with it! A small crossbow, a sword, dagger, a longbow and a quiver full of arrows. Much more useful than a little stick to attack the other fierce animals you will come across. Don't forget to go back and go north through the small door into the Tub Room and see what you can find. Examine the libraries, you might find a few very interesting books! Watch what you are doing when you get into the boat! Fire crossbow at leopard. You can lose your life if you make a wrong move, so it pays to save and restore often, to avoid a start at the beginning again. There are 77 locations to visit and the adventure gives you your score as you proceed out of a possible 12000. The Lost Stone Mansion is a great adventure and can be obtained from the "Syntax Public Domain Library" on PC 3.5" or 5.25" discs and ST (Amiga version due soon). Price only œ2.50.