CURSES by Graham Nelson - Part 1 Solution by Marion Taylor (Attic) Inventory - Torch, crumpled paper, chocolate biscuit - read paper - drop it - close trapdoor - look - get box - open trapdoor - x teachest (You pick up a book, History of the Meldrew Family. Drop the box for now, you'll need to find something to carry things in) - N, W, S (Airing Cupboard) - x Sheets (reveals Wireless) - push wireless N - push switch - W (Potting Shed and Aunt Jemima) - wait (until you hear music) - get gloves - wear gloves - E, E, S, S, SE, E. (East Annexe) - x insulation - get new battery - open torch - remove smudged battery - drop it - get new battery - put new battery in torch - close torch (you now have a reliable source of light) - S (Dead End) - get and wear rucksack (now you can carry a lot more) - look up Ebenezer in History Book - N. (East Annexe) - open cupboard - N - get painting and gas mask (ignore the Skylight and the Fireplace for now) - x painting - look up Isaac in History Book (Merlin is mentioned) - S, W, NW (Old Furniture) - look in cupboard - get parcel, whistle and medicine bottle - open parcel (box of chocolates and a card) - x card (postcard of the Champs Elysees - blank) - N (Attic) - get jewellery box - N. (Old Winery) - open demijohn - get red battery and map - W - x calendar - turn page - again (until you see the yellow daisies on Merlin's hat) - W (Potting Shed) - give box of chocolates to Jemima (when she asks what colour you would like) - Jemima, yellow - E, Up, E - (Storage Room) - get wrench - enter dumbwaiter - look - get wishbone - pull rope (to get to Cellars) - out - x robot mouse - get it - S. (Cellars South and Mousehole Maze) - drop mouse - mouse, w - hole, w - hole, w - hole, w - hole, n - hole, w - hole, n (you hear a high pitched beep) - hole, s - hole, e - hole, s - hole, e - hole, e - hole, e - hole, e ( the mouse comes out with a key) - get key - N, W, S (Hellish Place. The demon will answer three questions but he will give you the exact opposite to the truth. You can visit him at any time in the game.) - N, E - enter dumbwaiter - pull rope - out - wear mask - N. (Dark Passage) - unlock door with brass key - open door (don't go outside for now, you just need to have the door opened for later on) - S - enter dumbwaiter - pull rope - out -(Storage Room) - switch off wheel - turn wheel - drop medicine bottle in shaft (a slight cracking noise) - turn wheel - enter dumbwaiter - look (medicine bottle is cracked open) - get tablet - out W, S (Attic) - E (Servant's Room) - get little book (Classical Dictionary) - get scarf - lie down - sleep (if Austin is there, wait until he leaves or push him out). (Premonition) - E - (General's Tent) - N (Shrine of the Bear) - get mascot (the Druid says LAGACH. This is a magic word which will let you travel between the various artifacts later on) - drop mascot - S, W, SW, E. (Servant's Room) - out - W, S, SE, W (Dark Room) - pull cord - x postcard (postcard reads "Hamburg 1420. Ticket 7") - get flash - open it - get red battery - put it in flash - close flash - x photograph - look up Roger (in History Book) - E, E, N. (Inside Cupboard) - turn crank - Up, NW - get key ( a ghost appears and takes it from you) - give wishbone to ghost (he swallows it and the key drops down a chimney) - look up Joshua in history book - SE, Down - put torch and brass key in fireplace - remove rucksack - drop all - enter fireplace - Down - (it's dark, but go down anyway. You are now in the Priest's Hole. The Prayer Book, Stick, your Torch and Key are here) - get all - x prayer book (a book of Curses) - unlock hatch with brass key - open hatch - Down (Cellar West) - E - turn off wheel - turn wheel (to get dumbwaiter) - enter dumbwaiter - pull rope - again - out (Storage Room) - W, S, S, SE, E, N. (Inside Cupboard) - drop all - get rucksack - wear it - get all - S, W, NW, N, N, W, W (Potting Room. Jemima gives you the daisy chain) - E, E, S, S, SE, S (Observatory) - polish ball - x it (to see some of the locations) - W (Library Storage) - get wrench - tighten joint with wrench - get romance - get poetry book - read poetry book. (Unreal City) - N, Up (Consulting Room) - push bell (you are asked odds or even?) - remove mask - say even (you are hustled out into the street) - N, Up - get cards - Down, S (Bohemia) - W (Down By River) - get handkerchief - wave it - board boat - say time (the boat drifts downriver to a stream in the gardens of Meldrew House) - Inventory - (the boatman has given you the Ace of Cups) - NW. (Family Tree) - climb tree - x maze (to get a map of the maze layout) - Down, W, W (Garage) - get weed killer, get agricultural implement - board roller - push switch - E, E, E (you run over some garden ornaments) - W - (Garden Maze) - N, N, W, W, N, N, N, N, W, W, W (Viewpoint Ledge) - out (you get off the roller) - get miniature - board roller - E, E, E, S, S, S, S, S, E, E, S, S (Family Tree) - out - push switch - SE. (Garden Stream) - wear mask - S, S, Down (Cellars) - turn wheel - enter dumbwaiter - pull rope - again - out (Storage Room) - W, S, S, SE, S (Observatory) - polish ball - look in it to see various locations in the game - S (Souvenirs Room) - turn on projector - turn dial - get Ace of Cups - put it in slot - S - x crates (for miniature ship) - pull anchor - put sticks in mounted bottle - x ship (you appear to be on the deck of a sailing ship) - up - get flag - port (you parachute on to the deck) - get all (flag and broken timber spar) - fore (Prow of Ship) - get branch - aft - aft (Stern of Ship) - turn wheel - Down. (Souvenirs Room) - get Ace of Cups - get Fool - put Fool in Slot - N (loud crash to the East) - E, S (Dead End) - E, NE, N (Stone Cross) - x Cross - get history book - look up Roger - look up Alison - x Evans - Evans, give me mascot (you can ask him a few times but he won't) - S, SW, W - push S wall - S. (Alison's Writing Room) - lie down - put flag on bed - sleep (you are having a Melancholy Dream - wait (until ghost appears) - E, E (Octagonal Tomb) - turn wheel - pinch me (to wake up) - out (of bed) - get stick - look in mirror (stick has vanished) - wave stick (light waves round the daisy chain and melts into a mahogany rod) - get timber spar - wave it (light waves round the daisy chain and melts into a mahogany rod) - break window - S (Tiny Balcony) - look under window - look (Gold Key) - get gold key - N - Inventory (you should now have two Featureless Mahogany Rods) - N - get jewellery box - unlock it with gold key - open it - get clover - wave clover (another Featureless Mahogany Rod) - N, N, W, NW, N, N, E. (Storage Room) - enter dumbwaiter - pull rope - again (you go down to the Cellars and halfway back up the shaft) - wear mask - out - N, E, E - E (Octagon Room) - x scroll - get it - break frame (of sketch) - look (dog-eared letter) - get letter - read it - get sketch (If you aren't wearing gloves, do that now) - open coffin - read inscription - get featureless rod - put it in coffin - close coffin - open it - get Rod of Luck - get featureless rod - put it in coffin - close coffin - open it - get Rod of Returning - get featureless rod - put it in coffin - close coffin - open it - get Rod of Fire - x scroll - get it - SE. [Rods of Power - how to identify them. 1. Waving an object (light rustles round the Daisy Chain. 2. Looking in Alison's Mirror - the object is invisible. 3. Checking Inventory. The daisy chain is rustling if you are carrying a convertible object.] (White Hallway) - get painting (of Mad Isaac) - hang it on hook - x umbrella stand - look in it - get sceptre - get tourist map (from rucksack) - look up 1420 in tourist map (Hamburg, Museum Foyer) - turn door - NE (you see a Beach Ball) - push ball sw - push ball s - get tarot box - open it- get cards from box - e - remove mask - break cabinet - get all from cabinet (Smooth Stone, Papyrus Fragment) - get tablet - get Rod of Returning - strike Rod of Returning (you are captured, poisoned and thrown into a cell. As soon as your captors have left) - eat tablet - get Shepherd's Crook - point returning at me (you appear somewhere in the Attics, this is a random location) - go to the Library Storage Room. (Library) - get poetry book (it has returned here when you went to Hamburg) - E, S (Souvenirs Room) - get Fool - get miniature - put it in slot - S (Folly) - E (Foundations Maze) - East x 7, South x 3 (1 location North of Whitewashed Area) - get weed killer - squeeze it - North x 3, West x 8 (Folly) - get pole - strike Returning - point it at me - go to the Storage Room - turn wheel (to bring back the dumbwaiter) - enter dumbwaiter - pull rope - again - wear mask - out (Dark Passage) - N, E, E (Octagon) - change bean pole and shepherd's crook - W, W, N, NW, W, S. (Vegetable Garden) - get Stalking - strike it - point it at bean - Up, N (Heavenly Place. This is another place to get answers to three questions. Unlike the Demon in the Cellars, you'll get the correct answer. You can visit Heaven at any time now.) - S, Down, N, E - (Garden Roller) - board roller - push switch - N (into Maze) N, W, W, N, N, N, N, E, E, S, E, S, E, E, S, S (Patio in Maze) - out - push switch - get rose - down (Crypt) - x mural - read poetry. @~To be concluded next issue - o -