BLUE ICE WALKTHROUGH - part 3 By the Three Jays, with many, many thanks to Rik Yapp @~Continued from Issue 69 Now for the Music challenge. Check out the instruments in the Music room. The trumpet is jammed, the violin lacks strings, and the clarinet needs a reed. Use the knife on the butter in the Kitchen then use the butter on the trumpet to free it. Cut a reed in the pond and click it on the clarinet to repair that. The mouse comes in handy again for the violin problem as he helps you catch the cat hiding in the tuba. Get some more cheese from the Mousehole and, in the Library, place the cheese in front of the hole. When the mouse appears, catch it and place it on the small shelf in the Music room. Use the wind to extend the trumpet then blow on the tuba. When the cat appears he will be distracted by the mouse and won't notice he is in the curve of the trumpet tube. Blow the trumpet again to retract the tube and take the cat. Place the cat on the right end of the violin and drag it all the way across. You now have cat gut strings for the violin and have completed the Music Challenge. There is now a green dove in the Chimney and a green book, The Joy of Music in the Library. Edward needs some colour brought into his life so you need to produce the three primary colours. In the Loo, use the net to catch a fly on the cactus and place it in the pestle and mortar in the Lab. You now have the red pigment so click the toothbrush on it to pick it up. Next click the toothbrush on the blank canvas in the Drawing Room and notice the picture above the fire come to life. Use the stick to get a walnut from the tree outside the House, repeat the pestle \ mortar \ toothbrush procedure to obtain yellow and bring the sunflower picture in the Drawing Room to life. The final colour, blue, is obtained by the same method, using a leaf cut from the top right side of the Secret garden. Watch Edward smile when the three colours are in place and find a blue dove in the Chimney, and a green book, the Joy of Colour in the Library. During these four challenges you have also done most of the nature challenge but there is one thing left to do - you must feed a fly to a spider. Using the same method as earlier grow a ripe berry in the House screen but don't pick it. Wait a short time and it will become overripe and a fly will appear. Catch the fly with the net and take it to the Attic, the room you entered at the start of the game before you had a light source. Place the fly at the top right side of the web and, when the spider emerges, guide it to the fly along a route that avoids strands with sticky drops. To navigate, place the hand icon on the junction you want the spider to go to, then move along to the next junction and repeat until the spider reaches its quarry. If you are too slow, the spider retreats to its previous junction so it's a good idea to map out a route before you start. This completes the last challenge and there are now five doves waiting to take Edward and Icia into a bright future, and the last book in the Library is now green and entitled The Joy of Nature. Strictly speaking the adventure game ends here. You have solved the five challenges and can take Edward up the Chimney to the Win room, then back to the Eye where he will now accept the crown. But don't do that yet. Hang on and do the next part, the enhanced adventure game so to speak. Once Edward goes up the Chimney, all the law scrolls disappear, leaving blanks for the player to replace with sayings, quotations and homilies. There are four more locations to find and their scrolls will remain blank for the rest of the game if you've been to the Win room first. Also there are some fun things to find and try so wait a short time in the Attic till a piece of parchment appears in the web. This is for a non-essential problem but fun to do so pick it up and burn it in the fire in the Drawing room. There are another five pieces to find but you can only carry one at a time so burn them as you find them. THE NEW LOCATIONS, HOLES AND THE PARCHMENT PIECES After burning the piece of parchment go to the House screen and click the arrow icon on the smoke coming out of the chimney. This takes you to the Sky. Here make the Plough Constellation by using the hand icon to drag a connecting line from the bright star at the top left down through the other bright stars (if two stars won't connect, you've chosen the wrong one so drag the hand to another till it works). When it is drawn, the planet it holds turns on its axis. This opens up the Drink in the Bedroom. Before entering the Drink, enter the Mouth and click on the flashing picture. This takes you into the Video room with its flashing TV sets, needed by the deeper game. Leave and enter the Drink and pick up the ice cube. Melt the ice cube in the Lab beaker to produce another piece of parchment. Pick it up fairly quickly before it disappears from the game forever and burn it. Have the paper plane with you when you return to the Drawing room where you can now enter the small Painting. Once inside, fly the plane and retrieve it to find it has become another parchment piece. Burn it. This opens the access to the Sun. Firstly go to the pantry and get some sugar, then go to the Sky. From here enter through the bright star in the top right hand quarter to the Sun. Sprinkle the sugar on the sun and sweets will appear. You can now go up the Chimney into the Win Room. Here click on the wooden post and see a half-assembled parchment. Check out the Library, Drawing room and Video rooms again and you'll find large holes have appeared in all of them. Going through the holes leads you to bewildering screens of hex code, lines and interference, each pair of screens with a keyboard underneath. These locations come into play in the deeper game only and can be ignored if you are only interested in the adventure game. The solution follows in part 2. Next return to the Cellar to retrieve the parchment piece noted earlier and burn that as well. Go to the Pond and when the clam is slightly open, use the hand icon to prise it fully open. Take the parchment piece and burn it. Finally go to the Library where you will find the sixth piece has appeared. It is lying on the shelf under Edward's reading table. Pick it up and burn it too. (We found that if the Library piece were taken anytime before this, the puzzle could not be completed as the last piece would never show up). If you check out the Win Room post now you'll see the completed parchment - see below for the solution. @~... That will be in the next issue - o -