| INGRID'S BACK | |
| (Level 9/Mandarin) | |
| (Atari ST version) | |
| PART 1 - LITTLE MOANING. | |
| Ingrid starts in the village hall carrying an invitation and a protest | |
| petition. The gnomes had been waiting for their party but have now | |
| realised they've been tricked by Jasper Quickbuck. Ingrid decies to get | |
| up a protest petition and give it to Great Aunt Halfyard who will | |
| present it to the council. Your dog Flopsy is with you. | |
| Make sure only residents and "goodies" sign the petition. Others will | |
| sign with false names. | |
| Go to inn. Jumbo Butterpat pours you a mug of scrumpy on the house. | |
| "Give petition to Jumbo"; he signs (+10). Go to Flora, "give petition | |
| to Flora"; she signs (+10). Ignore the travelling salesgnome, Silas | |
| Crawley and Mrs Underlay. | |
| Go to shop. "Give petition to Miss Farthing"; she signs. (+10). She | |
| asks if you'll deliver a bag of groceries to your uncle Dusty at the | |
| mill. Get bag. Go to mill. The sign outside says 'no Ingrids' and when | |
| you go east, the watch chickens scare you back. "Flopsy, east". She | |
| goes east and chases the chickens. (+20). Go east. By the mill, "drop | |
| groceries, ring bell, hide". Uncle opens the door to get the groceries. | |
| "Stand"; he's shocked to see you and falls into some sacks of flour | |
| which fall on him. He says he'll sign your petition if you get the dog | |
| away from him. "Flospy, west"; she leaves. "Give petition to Dusty"; he | |
| signs (+10). | |
| In Dark Wood, a sign reads 'Beware of escaped gorilla'. To the west, | |
| you meet the gorilla which won't let you past and chases you when you | |
| go east. However, it gets tangled in the briers. (+20). It turns out to | |
| be Rollo in a gorilla suit. He finally escapes and runs away. | |
| Go to Aunt. "Give petition to aunt"; she signs and says she'll present | |
| it at the next council meeting when you have enough signatures. She | |
| also points out an article in the paper showing Jasper Quickbuck giving | |
| free holidays to council members. | |
| Go to Gnettlefield Farm and get various members of the family to sign; | |
| Gnoah Budblast, Arback Garden, Grandma Gnutson, Gnoggin Garden, Gnora | |
| Bottomlow, Dimple and Bumpy. You get 10 each, 70 in all. Ignore | |
| Amillaria Budblast. | |
| On Cawing Road, it is too far to walk north. The rook there (who is | |
| bigger than Ingrid) says he will help if he can as after the houses, | |
| their trees will be next to be demolished. | |
| Go to the lighthouse. The door to it is too high for you to get in. Go | |
| to rook. "Rook, take me"; it does so. "Rook, go to lighthouse". He | |
| lands on a landing pad at the top (+10). A hatch leads down. Inside is | |
| Millie. "Give petition to Millie"; she signs (+10) and lets you out by | |
| lowering a long ladder. | |
| Go to Boney Spratt, he's fishing but he's too fed up to sign anything | |
| as he hasn't caught a thing all day and his boat is on the wrong side | |
| of the river. The bridge over the river is broken. "Knock on door"; Mrs | |
| Spratt opens it and signs (+10) | |
| "Sign petition" yourself (+10). | |
| Go to the front door of Isfrunt Garden's house. You can't knock on the | |
| back door as the wood is too soggy and if you knock on the front door, | |
| he sneaks out through the back. So, "Flopsy, SW, NW, wait" ie so she's | |
| by the back door. Wait till she gets there, then "knock on door". | |
| Isfrunt tries to sneak out the back but Flopsy picks him up and takes | |
| him back to Ingrid, then goes back to the back door in case he tries to | |
| sneak off again. He signs the petition and runs back into the house. | |
| (+20) | |
| Go to Gnat Tackhammer. He is working on a dogless carriage but won't | |
| let you take it out without him. "Give petition to Gnat"; he signs | |
| (+10). "Get into carriage", go to the top of Ploughgnome Hill, and | |
| right down to the bridge. The carriage goes faster and faster and you | |
| sail across the gap. The carriage is broken and gnat swims to the west | |
| bank. You can see the boat. (+20) | |
| Go to Three Mole hill, in. You know there's someone there but they | |
| won't come out. "Drop petition, out, in". Get and exam petition; you | |
| see the hermit has signed it (+10) | |
| Go to boat, get into boat, go over the river. Wait for Boney. He | |
| arrives and is pleased to see his boat. He says he'll do anything in | |
| return. "Give petition to Boney"; he signs (+10) | |
| Go to Tack's farm. You can hear someone behind the door but they won't | |
| open it and the window is too high. "Get short ladder", go to window, | |
| "drop ladder, climb ladder". You are in a bedroom. Mrs Tackhammer is | |
| looking very red and there's a noise from the wardrobe. "Open | |
| wardrobe"; Seamus Sosmall climbs out saying that oen of his | |
| teleportation spells must have gone wrong again! "Give petition to Mrs | |
| Tackhammer, give petition to Seamus"; they both sign (+10), (+10), and | |
| when Ingrid leaves, Seamus makes an excuse to go back upstairs. | |
| The petition is now complete. Go to Great Aunt, "give petition to | |
| Aunt"; she says she'll present it at the next council meeting (+10) | |
| (Note - at Ridley's end, the notice reads; maid wanted, pay 30 | |
| turnips/week and accomodation. This links with part3.) | |
| Scoring. | |
| Jumbo +10 | |
| Flora +10 | |
| Miss Farthing +10 | |
| Remove chickens +20 | |
| Dusty +10..........................60/300 | |
| Remove gorilla +20 | |
| Aunt +10 | |
| Gnoah +10 | |
| Arback +10 | |
| Grandma +10 | |
| Gnoggin +10 | |
| Dimple +10 | |
| Bumpy +10..........................150/300 Ingrid1 | |
| Gnora +10 | |
| Mrs Spratt +10 | |
| Get to lighthouse +10 | |
| Millie +10 | |
| Ingrid +10 | |
| Isfrunt +20 | |
| Gnat +10...........................230/300 Ingrid2 | |
| Cross river +20 | |
| Hermit +10 | |
| Boney +10 | |
| Mrs Tackhammer +10 | |
| Seamus +10 | |
| Give petition to Aunt and finish +10 | |
| Total 300/300 | |
| PART 2- STEAMROLLER AT DAWN. | |
| Start from save Ingrid4 300/300 | |
| Ingrid wakes on the stairs with a hangover after celebrating her | |
| success with the petition! Don't open the door to her room or you will | |
| be buried under a pile of turnips. | |
| In the kitchen, the family hears a crash outside. Gnoah goes to | |
| investigate. "Examine table"; you find a loaf which is the same shape | |
| as a troll's head. Get loaf. | |
| Go to steamroller. On the way, Seamus arrives. He says despite the | |
| petition, the people of Little Moaning have been evicted and the farm | |
| is next. He suggests you steal Silas' plans and also do something to | |
| his steamroller. | |
| At the steamroller, "Flopsy, get plans". She does, and gives them to | |
| you. You read them and see that if Gnettlefield Farm is destroyed, | |
| there's no-one left to save the valley. You and Flopsy eat the plans. | |
| (+20) | |
| To stop the steamroller going to the farm, "Gnoah, lie down on ground"; | |
| he does and when the trolls try to lift him they find he's too heavy to | |
| move. Silas says they'll go round the other way (+20) | |
| Go to Soggybottom field and wait for Silas. When he arrives, go to dam | |
| and "hit dam". Water floods the field (+30). Silas and the trolls leave | |
| the steamroller to go and mend the dam. Go to steamroller, examine | |
| chimney; the right size to stuff a troll's head into. "Drop loaf into | |
| chimney". The steamroller explodes. Silas tells Bane, Chugg, Doldrum, | |
| Fuddle and Gormless to round up the Bottomlows and Ergot to lock them | |
| in the barn while Amble deals with you (+20). Amble starts to chase | |
| you. | |
| Go to root and down into lower warren. "Flopsy, up, bite through root"; | |
| she goes. "Wait 2, up". You climb up the root, Flopsy bites through it | |
| and Amble falls into the lower warren (+20) | |
| Note:- Three of the other trolls are in fixed locations (Chugg, Bane, | |
| Ergot) but the rest can be dealt with in any of the ways listed below. | |
| I have listed the one that I did it with. Go into the same location as | |
| one of the trolls and when he starts to follow or chase you, carry out | |
| the solution listed. | |
| Go to top of windmill, "pull brake": the vanes start to turn, "push | |
| lever"; you see a hook descending outside (+10). Go down and find a | |
| troll eg Fuddle and get him to the inn yard. "Flopsy, in, up, pull | |
| lever"; she goes, "fasten Fuddle to hook"; in a couple of moves he | |
| rises into the air (+30) | |
| Get the cask while you're at the mill. | |
| Get the millstone and find a troll eg Gormless. Go to trapdoor and open | |
| it; he tetters on the edge. "Push Gormless"; he falls in, "put | |
| millstone on trapdoor": it stops him getting back out (+20) | |
| Get Doldrum to chase you and go to guinea pigs. You must make sure that | |
| Doldrum is behind one of the south gates. "Open gate" so the guinea | |
| pigs escape into the main pen. Now each time that Doldrum enters the | |
| pen from the south end, the guinea pigs fuss all over him and he leaves | |
| through the same gate. So if you do this when he enters from the north, | |
| he won't be trapped (+20) | |
| Go to the back of the barn where you see a loose brick and "get brick"; | |
| the family hear and push from the other side. Do this 4 times, the barn | |
| collapses and Ergot is flattened by the barn door (+30) | |
| Go and get the telelilies which have appeared where the flood was. One | |
| is blue, the other green. Go to well and "drop green telelily into | |
| well". "Drop blue telelily", "get into blue telelily"; you materialise | |
| in the well (+10). There's a handbag there which contains lipstick and | |
| perfume. Get it. "Get into green telelily"; you materialise back at the | |
| top of the well. "Wear perfume", "wear lipstick". Bane is guarding the | |
| farm house door. If you have seen him before this, you'll know that he | |
| has fallen for Ingrid. Go to Bane, wearing perfume and lipstick and he | |
| is so overcome by her appearance that he makes a tryst at Tack's farm | |
| and rushes off to have a bath (+20) | |
| Carrying cask, in, Chugg is inside. He has a bottle and is drunk. "Give | |
| cask to Chugg": he opens and drains it, collapses and crawls outside. | |
| Ingrid realises she must get the deeds to the farmhouse but she hears | |
| noises from upstairs (+20) | |
| Up. Silas Crawly sees her and makes her get the deeds from under | |
| Grandma's bed. When he leads you back to the landing at the top of the | |
| stairs, "put deeds under door"; he opens the door to get them and is | |
| covered by the turnips from inside which fall on him. Ingrid tickles | |
| him till he agrees to leave everyone in the valley and farm alone | |
| (+40) | |
| Scoring. | |
| ........................................0(300/1000) Ingrid4 | |
| Flopsy, get plans +20 | |
| Gnoah, lie down on ground +20 | |
| Hit dam +30 | |
| Drop loaf in chimney +20 | |
| Sort out Amble/root +20...............110(410/1000) Ingrid5 | |
| Pull brake/push lever +10 | |
| Fasten troll to hook etc +30 | |
| Shut troll in cellar +20..............160(460/1000) Ingrid6 | |
| Trap troll with guinea pigs +20 | |
| Trap Ergot under barn door +30 | |
| Get into well +10.....................220(520/1000) Ingrid7 | |
| Remove Bane +20 | |
| Remove Chugg +20 | |
| Put deeds under door +40..............300(600/1000) | |
| PART 3 - RIDLEY'S END. | |
| Start from save Ingrid8 score 600/600 | |
| Life went back to normal but Jasper was still living at the manor and | |
| no-one knew what he was up to. So Ingrid goes to work as a maid there. | |
| Her cousin Daisy works there already. | |
| In the avenue, Seamus and Gnoah are up a tree. They say he must be up | |
| to something and Ingrid must go and collect the evidence. She can give | |
| them a wave when she's got enough. | |
| Arrive at porch (+20). If you knock on the door, the butler tells you | |
| to go into the servant's yard. Enter kitchen (+20). You are given a | |
| scone but if you eat it, you find it's full of curry powder. Go to the | |
| yard, "examine bin" to see rubbish. "Daisy, examine rubbish"; she finds | |
| a letter (+20). "Get letter, exam it" (+10); it's from the Department | |
| of Trade and Industry saying they've had complaints about Jasper's | |
| gilt-trading firm and will send an inspector in 4 or 5 years time. | |
| Go to the path south of the changing room. "Hide behind lounger". | |
| Jasper goes for a swim. Go into changing room to find a filofax. Get it | |
| (+20) and read it. It's full of evidence including a lot of dodgy phone | |
| numbers. Do this early on. | |
| If you go to the loft and "look through hole", you can see seomone | |
| signing their signature over and over again, and then writing on a | |
| canvas in a room of paintings, or scratching at the surface of a | |
| painting with a brillo pad. | |
| Go to tree court and you see it casts a shadow. "Exam shadow"; you see | |
| a hole. Go through and up to the attic. "Wait" several times. | |
| Eventually, Rulf arrives. Ho pushes the west wall and goes through an | |
| opening. Inside, "exam canvasses"; you see lots of forgeries and a | |
| masterpiece (+20). "Examine masterpiece"; it's a forgery of the Gnoma | |
| Lisa. Get masterpiece (+10) | |
| Some time, Seamus arrives and says Jasper knows who you are and is | |
| going to set you up for stealing his antiques, so find evidence quick. | |
| The police will arrive if you don't finish in time. | |
| Enter the library (+10) and read the books. They give hints: | |
| Step by step tax dodging | |
| The ghost of Ridley's End | |
| Home insurance, some pages are torn out. Daisy says she heard him say | |
| something about stolen antiques | |
| Masterpieces of the world | |
| Answering machines | |
| A swashbuckling novel about walking along window ledges and swinging | |
| from chandeliers | |
| The water babies; and one about the diseases you can catch from | |
| dustbins | |
| A thriller about searching furniture and hiding behind curtains | |
| A novel about a toff who wanted to marry a girl who sold mangel wurzels | |
| Go to Reading room and from there to the roof (+20). Go to Jasper's | |
| bedroom (note it's locked if you try to enter from the other side | |
| through the door). There's a tape in the answering machine which has a | |
| play and record button. In the wardrobe is a manual telling you how to | |
| use it. There's a jacket in there too. Examine it; it has a pocket, | |
| "look in pocket"; you find a wallet, "get wallet (+10) examine wallet"; | |
| in it is a photo of Jasper and some council members on his yacht which | |
| shows how he got his planning permission (+20) | |
| Every so often, the phone will ring and someone answers it on an | |
| extension. "Get tape, put it in machine, press record" when the phone | |
| is answered. You record a message. There are several, all incriminating | |
| so just record any one (+20). Get tape (+10) | |
| In the Long Gallery, you see a portrait and a heavy curtain. If you | |
| move the portrait, you see a safe with a combination lock. The curtain | |
| is transparent but looks solid from a distance. Drop a piece of | |
| evidence (eg the letter) and "hide behind curtain"; Daisy comes behind | |
| too. "Wait for Jasper". He picks the object up and says he must lock it | |
| somewhere safe. Wait twice, he opens the safe and you see the | |
| combination is 888155. He puts the letter inside and closes the safe, | |
| then slides the portrait back. | |
| When he leaves, "stand up, move portrait, 888155"; it opens. "Exam | |
| safe" (+20); you see the letter and accounts. "Get letter, get accounts | |
| (+10), close safe, slide portrait". You must do this fairly quickly so | |
| you don't get caught. Note that you lose the relevant points when you | |
| drop the letter but get them back when you retrieve it. | |
| At the end of the west gallery, Ingrid thinks it looks a bit short. | |
| "Open window"; you see a narrow ledge. Go this way to the secret room. | |
| In there you see all the furniture missing from the house +20) "Exam | |
| antiques"; you find a diamond (+20). It's the Moaning Star, meant to | |
| have been stolen in a robbery, which was obviously a swindle. "Get | |
| diamond" (+10). Leave east. | |
| The butler hangs about round the door to Jasper's office and won't let | |
| you in. Go to the porch with Daisy and "Daisy, wait 10, knock, wait 4, | |
| knock". Go to outside Jasper's room. The butler leaves to answer the | |
| door when the knock sounds. Go in, "exam desk"; you see blotting paper | |
| and a drawer (+20). "Get blotting paper (+10), get drawer (+10)"; a few | |
| missing check stubs fall out. "Get stubs" (+10), leave before the | |
| butler comes back or he takes everything from you when you leave and | |
| puts it on the desk. "Exam blotting paper"; you read about a tip for a | |
| takeover bid, �I got it the day before and cleaned up gnicely. (+60 | |
| total) | |
| Go to avenue and "wave"; they don't appear so Ingrid shakes the tree. | |
| They fall out and examine the evidence. They say it's time to pay the | |
| squire a visit. Seamus gives you a phial to drink as he says you look | |
| as though you need it. (+10) | |
| Go to Jasper. He runs to the ballroom and locks himself in. Go up to | |
| chandelier, "untie chandelier"; you swing to the ballroom and knock | |
| Jasper over. He asks what she wants him to do and as a result of the | |
| potion, she asks him to marry her! (+40) | |
| Scoring. | |
| .......................................0(600/1000) Ingrid8 | |
| Arrive at porch +20 | |
| Daisy finds letter +20 | |
| Get letter +10 | |
| Enter kitchen +20 | |
| Get filofax +20 | |
| Examine canvasses +20 | |
| Get masterpiece +10 | |
| Enter library +10 | |
| Get to roof +20 | |
| Get wallet +10 | |
| Examine wallet +20 | |
| Tape message +20 | |
| Get tape +10.........................210(810/1000) Ingrid9 | |
| Exam safe +20 | |
| Get accounts +10 | |
| Get to secret room +20 | |
| Find diamond +20 | |
| Get diamond +10......................290(890/1000) | |
| Do Jasper's office +60...............350(950/1000) | |
| Meet Seamus and Gnoah again +10 | |
| Untie chandelier +40 | |
| Total 1000/1000 | |
| Note: if you find the letter yourself, you get dirty and end up 10 | |
| points short. | |
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