FRUSTRATION by Jim MacBrayne A text adventure on SynTax PCPD 1002 Hints by Bev Truter The aim of this game is to collect the 6 items on Aunt Maude's shopping list, 4 heavy objects (use the scales in the scullery to weigh objects), and 4 geometrical shapes to use in an aperture. FINEBONE'S OFFICE ----------------- Push the green button in the hut in the garden once - this unlocks the green lever which opens a recess in the wall when pulled. Examine the desk to find a drawer in the middle and 6 coloured buttons. The red button selects the destination of the stationary cupboard to the south, which is a kind of lift. (S, close door, move cupboard, open door, N). Push the red button once for the first destination, twice for the second destination, etc. To open the drawer you first need to visit the cellar below the house and wear the object you find there. This protects you from the fumes which rise from the trapdoor in the Wine Emporium when you open it. The chamber under the Wine Emporium contains a knapsack and a note - read the note, which is a clue to the order of pushing the buttons on Finebone's desk. (Count the dots in each row, and the buttons from left to right, then push the corresponding buttons in the order given - purple, blue, yellow, black, orange). CELLARS AND MANSION ------------------- The APPLE is in the Scullery. From the bottom of the stairway go SW, E, NW, W NE, NE, E, E to the chamber with the door and platforms. You need some heavy objects to open this door, an equal weight on each platform. You can put anything into the aperture in the Cubical Room upstairs - the 4 geometrical shapes change the area north of the cubical room; any other item changes that area back to the village shop. Any item you put into the aperture can be retrieved from the tiny chamber with the hole in the ceiling west of the Pipe. GLOVES AND ROPE --------------- X the table in the Locksmith's Shop to find a hammer. Pull the lever in Finebone's office and get the gloves from the recess; open the drawer in the desk using the sequence given in the note with dots and get the rope. The glowing key opens the locked door to the east on the Landing (Room with opening in floor and hook). Tie the rope to hook, drop all except knapsack, and you can climb down the rope to the Confined Chamber in the pipe to collect the iron key and ingot. Untie the rope when finished - you'll need it later. ROOF AND FLAGPOLE ----------------- X gloves (pattern of chicks), drop gloves next to the bird in the garden - bird carries gloves to roof. Open skylight in cramped attic, U to top of turret, get potion and gloves, wear gloves. Climb flagpole and X nest, get yarmulke. D, drop all, and you can retrieve everything from the front of the mansion. WAND ---- Return to Winifred's Retreat in the village and X the cauldron. Drink potion and you can now get the wand from the cauldron. You return from all your "travels" via the shrubbery, and you can "wave wand" to transport yourself to the upstairs corridor from the shrubbery, or use the wand as a short cut in the cellars to get to the chamber with door and platforms. RED BUTTON ---------- 1) The Hut. Answer to riddle is SAY "24". Get the ticket. 2) Dark Chamber. D, hit mirror with hammer, Look, get plaque and X it. Count the letters on each line - 9, 4, 13. 3) Paddle Steamer. Get STATUETTE, D, give ticket to steward. Open the safe in the Saloon by turning the 3 dials to the numbers from the plaque - "turn right dial to 9", etc. Get CUBE from safe and X bed in Captain's cabin to find a magic flute. Get dull key from Arboretum - this unlocks the door in the Morning Room, which takes you through an "automatic" sequence of moves to get a brass ring. CUBE - DESERT AND PALACE ------------------------ Wear the yarmulke and carry the flute and rope. Put cube in aperture, N, then follow your head - literally! Go W at Oasis to get the waterwings and climb the tree to find a HONEYPOT. Drink water, continue into palace to the Reception Hall. After getting through the roof collect BARBELL, SPHERE and don't forget to X the bath and get the spider. Return to Mansion. Insert any non-geometrical item in the aperture to change the scenery north of the aperture back to the village. RED BUTTON ---------- 4) The Tavern. Give spider to innkeeper and note his reaction. Drop spider. You need the DOORSTOP from the caves, and you must get into the Psychiatric Hospital. (Read pronouncement - only crazy people are admitted). So....do something crazy....try eating a few non-edible possessions. Get the coin when admitted, and get the crampons and X them before returning to the Mansion via the shrubbery. SPHERE - SMALL CELL ------------------- The green door in the Study is unlocked by pushing the green button in the hut in the Mansion garden a second time. Wander about and collect the CARTON and CONE. Wear crampons to cross the skating rink, collect BRICK from Garden, return to Mansion. CONE - STAGE OF THEATRE ----------------------- You'll need all 3 keys here - dull, glowing and iron. Collect the BREAD, TETRAHEDRON and POTATO from the 3 dressing rooms and use the coin to pass through the Foyer. Return to Mansion. CELLARS - CHAMBER WITH PLATFORMS ------------------------------- Take the statuette, barbell, doorstop and brick to the 2 platforms in the cellar, after weighing them. The idea is to put an equal weight on the right and left platforms, which will open the door in the north wall. VAMPIRE ------- X the Vampire...looks like he'd enjoy a good meal, but how to get some blood? If you "cut me" with sword you'll find out what happens, but do this out of the Bulbous Chamber. Hmmmm...how to get the rapidly-congealing blood to the vampire? Find a suitable container...like the bottle in the Wine Emporium. THE CAUSEWAY ------------ You must be wearing the waterwings for this trial-and-error maze, so if you step off the causeway you'll be washed to the shingle beach east of the bulbous chamber, where you can pick up all your belongings and try, try again. To reach the Northern Shingle across the river from the Causeway go NE, W, SW, NW, N, E, NE SE, NE, N. Read the notice at the end of the tunnel, then put ring in opening (the brass ring you got from the Wobbly Man). Open door, get TOMATO and retrace your steps across the Causeway, where you'll wash up on the eastern shingle beach. Get all and return to the aperture. TETRAHEDRON - COUNTRY PATH -------------------------- To win the game you must be carrying Aunt Maude's grocery list and all 6 items on it - take them out of the knapsack and enter the cottage. You can always return to the mansion from here if you haven't got all the groceries, just pop down the manhole, and retrieve the necessary shapes from the Tiny Chamber west of the Pipe. - o -