BLUE ICE WALKTHROUGH - part 1 By the Three Jays, with many, many thanks to Rik Yapp Blue Ice is a unique game, or, in reality two games. The main game is traditional adventure fare, rather quirky, often lyrical and quite beautiful, which with patience and experimentation can be solved by any reasonably experienced player. The real challenge only begins after the adventure game ends and the search for the Ultimate Solution begins. This challenge is definitely not for the faint hearted or those who like quick answers and the reward of a pat on the back end sequence heaping on the congratulations. Nothing in the deeper game tells you that you are even working along the right lines and the only way we could confirm that we had indeed found the Ultimate Solution (U.S.) - after literally hundreds of hours of communal work - was to check it out with the author himself. The U.S. comprises two words and two not very exciting words at that. Whether the tortuous route to find them is worth the hours of research, trial and error, hair tearing and frustration is a matter of opinion. We were frequently ready to throw in the towel on this incredibly difficult game (we defy anyone to name a harder one) but something about it kept drawing us back and we are glad we persevered. An explanation is called for before the walkthrough proper begins . When the authors, Rik Yapp and Carol Nudds conceived the game they planned to launch it as a competition. They designed it to be played on two levels -the adventure game and the deeper game. They envisaged that a lot of players would solve the adventure and that those who moved on to the deeper game would be helped by a series of staged clues to reach the U.S. and a hefty prize. To prevent hacking into a final screen and illegitimate claims to the proposed prize, they did the obvious thing - they didn't put one in. Instead players were to be invited to submit their U.S. to a competition address and await a big cheque or a letter of regret. Unfortunately the hoped for competition didn't materialise but Rik kindly issued his cryptic clues via e-mail and phone to an ever- decreasing group of BI afficionados. Even so, a few of the game's minor mysteries have still to be solved as the author himself has forgotten the minutiae! These minor mysteries largely involve the many red herrings inserted by Rik to further confuse the poor adventurer and to make the prize all the more elusive to reach. We have divided this walkthrough into three sections: a) The Adventure Game b) The Path to the Ultimate Solution c) The Red Herrings and the Numbers Grid Problem THE ADVENTURE GAME There are several ways to play the game and the following is just one suggested route. We have taken what we think is probably the most direct route but it is worth taking time to absorb the lyricism and atmosphere of the game. Enjoy the music that fits in seamlessly and adds to the magic, and look out for Orseppro and her daughter Hope. One or both of them is present in every screen, guiding the player to free Icia from its oppressive laws. Remember to save the game often as some clues disappear in the course of the game. You start the game in the Eye screen. Right click on the mouse and find three icons - a magnifying glass for inspecting things and for clicking on characters to read their thoughts, a hand for picking up and moving things, and an arrow for movement. Have a look around, take the crown from the King's head and try to give it to Edward - he refuses it in no uncertain terms. You will notice three things that are common to every other room in the game. The first is a grid to the top left of the screen. Click the hand icon on it to expose four lines of four numbers. Numbers grids appear in every room, sometimes well disguised, and form a problem that is explained at the very end of this walkthrough. It is not essential to solve it for the adventure part of the game, but make a note of the numbers as you find them (hints on the more obscure ones appear on the final page of this walkthrough) The second common feature is a Law scroll and storyboard at the top of the screen (read them all) and the third is a question mark, also often well hidden. Click on them as you enter each room to get an audio clue This one says, "At twice midnight I give you life" so use the hand icon to change the two clocks to show midnight and move through the now open eye into the House screen. The ? here says "A key cannot unlock a door that is blocked by ice." Grab the sun from the sky and use it on the pond to melt it. You can also grab the paper plane from the sky (it will fly in several of the locations and eventually forms a parchment piece in a puzzle that is not essential to the adventure game). Enter the Pond (? Clue "A warm maggot helps catch a cold fish"). Pick up the five coins and the key in the tail of the fish. There is a parchment piece in the clam but leave it for now. Leave the Pond and use the key on the front door, entering The Hall (? "In time you will find the right door. Be patient, think about it.") This indicates that reading characters' thoughts will give keys and that a glance at the grandfather clock will give a clue as to which door the keys will unlock. You are only allowed to carry one key at a time so it is a good idea to use the keys as you find them. So we'll start by collecting and using all the available keys. Click on Mrs Scraggend to receive the Pantry key and see a picture of the Pantry door appear on the face of the clock. Enter The Pantry (door to the right of the hall). The Pantry contains salt, sugar and pickled onions that you will need later in the game. At the moment you have nothing to carry powders in but take a pickled onion. Clicking on Mrs Scraggend gets you another key (hear the clock chime) so reenter the hall and unlock the door to the Dining room. Glance at the menu to find out what's for breakfast. Click on Mrs Scraggend to get the Kitchen key. Unlock the left-hand door and enter The Kitchen. There's lots here you need. First try to get the bottle. Mrs S. will stop you so use the hand icon to drag the bottle towards her. A quick drink satisfies her so the bottle is now yours. This will be your container for liquids during the rest of the game, just as the salt cellar is your container for powders, so pick that up as well. Get the knife and use it on the bread to take a slice to toast later. Check out the recipe book to find you need to make blackberry jam. Take a match from the box and strike it (you can carry the lit match with you until you need to use it.) Finally, clicking on Mrs S. gains you the key to the Bedroom. Go back to the hall and take the stairs (to the right of the screen) to the Bedroom (you can also travel from location to location via the thumbnail pictures at the bottom of the screen, which appear after you've entered a room once.) In the Bedroom use the hand icon on Mrs S to grab her hairnet. While her mouth is open enter it and take her gold tooth. Clicking the arrow on to the spider door gets you into the Attic but it's too dark to see anything yet. Return to the bedroom and read Mrs S.' thoughts to gain the Garden Key. The door is in the kitchen so return there and open it up. Reading Olly's thoughts in the Garden gives you the Loo key but leave it for a little while. Return to the Hall, click on Edward to get the Library key, unlock the door (left side of Hall), enter and click on him as he sits at his table to get the key to open up the Music room, also off the hall. Once you've unlocked this door, get the Loo key from Olly in the Garden and open that room up too. The door to the Loo is in the Music Room. The Loo is in darkness but the ? audio clue -"A golden opportunity laid open for you"- and the writing on the law scroll give hints for lighting it up. Use the gold tooth to power up the generator. The ? audio clue on the mirror and the pickled onion in your inventory point to the method of getting wind. Feed the onion to Olly. Notice the icon becomes a hand? Use it on Olly's bottom to get some wind (get another onion if you fail first time). Now squeeze the toothpaste tube, get the toothbrush and click it on the toothpaste. Clean Olly's teeth with it and you'll keep the brush for later use. Go back to the Music room and get the Drawing room key from Edward's thoughts. After unlocking that room, click on Pollyanna in the Garden to get the Bathroom key. The door to it is in the Bedroom and, after unlocking it, click on Mrs S. in the Library for the Laboratory key. Find this room off the Stairs and unlock it too. While on the Stairs have a good look at the map - more about that later. @~More next issue - o -