THE HORROR OF RYLVANIA by Dave Leary (full version) A text adventure now released as 'freeware' by Adventions (On Disk 1190 for PC) Solution by Bev Truter Carolyn & Doctor: You can't help her, so find the doctor in his office, and tell him about Carolyn. Before leaving his office examine the window and unlatch it - he won't allow you to open it, but you'll have to break into his office later on. Lead him to Carolyn, but she's disappeared, and he stomps off in disgust. Return to the alleyway and search the trash to find a leaflet advertising Madame Hulga, fortune-teller. Open the window and go west into the doctor's office. Get satchel, open satchel to find a flask, silver coin and iron key. Open Field & Church: Give the silver coin to the ragged man, and he gives you a bronze coin as change, plus a handkerchief. In the church get the cloak from the vestry, fill the flask with holy water, and take the flyswatter from the belfry. You can pull the chain to ring the bell, but this isn't necessary. At the Inn: Get the Tarot cards and give the bronze coin to the barman, who then gives you a bottle of wine. Get the slice of bread and cleaver from the Back Room, and ride the horse in the Back Yard - he pulls away, but leaves a long strand of hair in your hand. Graveyard: Unlock the mausoleum with the iron key and enter. Light a match, get the bottle of ink and the brass-bound book. Read the book for some clues, and examine the ink. Drop all at the east village road, then go NE to a Moor Path, where you are attacked by a horribly transformed Carolyn. I'm a Vampire!: You dream, then wake up inside a closed coffin. Wait until you hear a scraping sound on the lid, then open coffin and exit (Graveyard). Get the shovel and stake, bite priest then bury him. You can't enter the church as a Vampire, but you can now climb the fence to the north of the graveyard, and enter the forest west of the fork in the path. This is a short maze - find the Forest Clearing and get the staff. Remember to "get all" from the east village road before entering the Moor again. (Examine me and examine my teeth to get a good description of your current form). Note: When you start feeling hungry, at about 535 moves, return to the Alleyway and bite the thief hanging about there. Return to your coffin to sleep if necessary (at about 565 moves) - enter coffin, close coffin, sleep, wake, open coffin, exit. The Moor areas & the Gypsy: You'll need to give Madame Hulga the leaflet, Tarot cards, wine and cloak before she'll read your fortune. She gives you a pair of boots - examine boots, get boots and wear them. Examine the raven sitting on the signpost and give the slice of bread to raven. It flies off, leaving behind a feather. Get feather. Go to the River Bank and dig ground with shovel to find a parchment, then dig 3 more times and you find a pair of eyeglasses. Read the parchment and clean the glasses (put water on hanky, clean glasses with hanky). You can cross the gorge by typing N, but make sure you're wearing the boots (to grip the rope) and carrying the staff (for balance). In the Damp Cave light a match, dig, get the can and examine it (It's the famous Snake Repellent by ACME!). Inside Gloomfen Castle: (You sense an evil presence to the east). The Foyer is a convenient spot to drop and retrieve items. Get the umbrella, open it and examine it - you see the Doctor's initials carved into the handle. In the Trophy Room break the glass case, examine the skull, get the white vial and examine it (carbolic acid for sterilization). Get the bamboo flute and try playing it for a minor clue. Examine the moose, examine moose's teeth, open moose's teeth and get the clear vial (alcohol). Go east to the Games Room, and you sense the evil presence moving away far underground. Open the window in the south wall of the Trophy Room and go south into the Overgrown Garden; search herbs to find a bulb of garlic, get garlic. Go into the gazebo and examine the floor, pull board to find sheet music. Get music and examine it. Upstairs: In the study examine the desk and clock. The desk is sticky with grime and has the phrase "Ahh! Bach!" engraved on its top. You can also hear a fly buzzing about, but you can't swat it...yet! The clock has no hands, but appears to be ticking. Kick clock and an old leather-bound diary tumbles out. Get diary and read it for clues. Examine the painting on the Landing, and when you meet the ghost of von Rhisthoven examine ghost, then type "ghost, help" for some more clues. From the Centre Hallway go east to the Master Bedroom, examine the bed (the remains of von Rhisthoven). Open wardrobe, spray can at adder, get gold key. In The N.Hallway unlock door with gold key, open door, E to Guest bedroom. Look under bunk to find an old seaman's chest, which you pull out to the centre of the room. Examine chest (it's locked), examine bunk, get mattress. In the S. Hallway light match, light candle in candlestick, and wait until a secret door swings open in the panelling to the southeast. Go SE to Tower Base after first entering the Games Room so that the evil presence moves elsewhere; examine the tube, then put hanky in hole to prevent sound carrying from the Tower down the speaking-tube. Up, get brass key, push anvil (it crashes down the stairs through the floor of the Tower Base). Downstairs: D-D to the Catacombs, light match. NW-SW-NW-NW to the old Wine Cellar, N to Pantry. Get the cheese and sugar, chop door with cleaver, W to Kitchen. Examine the pot, get handle, examine handle, tie hair to handle to make a violin bow. In the Dining Room examine dust (you see mouse tracks), examine tracks, follow tracks. You notice a mouse hole, look in hole. Return to the Guest Bedroom. Upstairs again: Unlock chest with brass key, open chest, take and examine the hypodermic needle, pipe and mousetrap. As you examine the pipe, you notice a sticky brown ball in the bowl, which you remove. Examine ball. In the Study put the sugar in the flask (it dissolves) and pour water on the desk - Wait until the fly settles on the desk and becomes stuck in the puddle of sugary water - swat fly, examine fly, get fly. Set trap (you need to be holding the trap and the cheese). return to Dining Room. Put trap near hole, then go south and wait until you hear the mouse caught in the trap. N, get mouse. Finding the evil Doctor and the Lost Crypt: Go to the Overgrown Garden, put mattress in well, D to the bottom of the well. Get violin, light match, wear glasses. The glasses enable you to see better in the gloom and you will be able to spot a narrow passage leading east further in the Catacombs. Light another match when the current one burns out. NE-SE-SW-SE-NW-E to the Lost Crypt, where Dr. Trolovitch is waiting for you. Listen to what he says, and you discover he has left the key to the Crypt door in the Library. Escape Doctor and return to the Study. Finding the Library: In the study you need the violin, sheet music and bow made from the handle and strand of hair. Play music, and a doorway in the east wall opens. Go east, examine and read all the books for clues about the serum you need to make and how to use it. Examine the chimney to find a wooden key, which opens the Laboratory leading east from the Lost Crypt. Put the ball (from the pipe) in the clear liquid, and it dissolves and turns brown. (It was a lump of opium, which has dissolved in the clear liquid to form laudanum). By now you've probably worked out the ingredients for the serum, which are: mouse, fly, garlic, laudanum, ink (blood), raven's feather. You will need the white liquid (acid) to sterilize a container, plus the needle, stake and staff. Back to the Lost Crypt: Return to the Crypt (with the matchbook and wearing the glasses). Talk to doctor, examine doctor. Wait until he brings out a cross and shows it to you, hit cross with staff, bite doctor. Unlock door with wooden key, open door, E to the Laboratory. Examine Carolyn. Sterilize funnel with white liquid and put needle in clamp. Put mouse, fly, laudanum, garlic, ink and feather in funnel. Pull lever to release the solid metal cone and crush all the ingredients into a liquid, which flows through the opening at the bottom of the funnel and fills the syringe. Get the needle, and now it's time to make that fateful decision: either inject me with needle and kill Carolyn with stake; or for a more noble ending, inject Carolyn with needle and kill me with stake. Whatever you decide, you only have a few moves left to complete the game, otherwise the townsfolk come storming into the castle and kill you / Carolyn. Whichever choice you make, the game ends with 301/301 points. - o -