| The Solution to Curses 1.6 | |
| Table of Contents: | |
| 1) The straight forward walkthru, | |
| 2) Explanations and clue location, | |
| 3) History of the Meldrews - Contents, | |
| 4) Dictionary of Mythology - Contents, | |
| 5) Lagachable Objects, | |
| 6) Amusing things to do, | |
| 7) Different ways to open the medicine bottle. | |
| 1) The straight forward walkthru | |
| N to the old winery; worry about the key later. W, S. Look under the | |
| sheets. Push the radio N to Aunt Jemima's lair and turn it on. W to the | |
| potting room. Wait (`Z') until the radio starts playing music. Take the | |
| gloves. Wear the gloves. E, E. Open the demijohn. S, S, SE, E. | |
| Examine the insulation rolls. Take the new battery. Open the torch. | |
| Empty it. Put the new battery in the torch. Close it. S. Take the | |
| rucksack. | |
| N. Open the cupboard. N. Take the painting. Take the gas mask. S, W, | |
| NW, N, N. Take the nasty red battery and the map from the demijohn. E. | |
| Take the wrench. Enter the dumbwaiter. Take the wishbone. Pull the rope. | |
| Get out of the dumbwaiter. Take the mouse. S. Drop the mouse. Type: | |
| `mouse, W', `hole, W', `hole, W', `hole, W', `hole, N', `hole, W', `hole, | |
| N', `hole, S', `hole, E', `hole, S', `hole, E', `hole, E', `hole, E', and | |
| `hole, E'. Take the attic key. N. Enter the dumbwaiter. Pull the rope. | |
| Get out. Wear the gas mask. N. Unlock door with the brass key. Open | |
| door. S. Enter the dumbwaiter. Pull the rope. Get out. W, S. Examine | |
| the teachest. Look inside the teachest. E. Lie down. Sleep. E, N. | |
| Take the mascot. The word `lagach' will be `heard'. It's a magic word | |
| that allows you to travel between different artifacts. Drop the mascot. | |
| S, W, SW and E. Get up. Take the dictionary and scarf. W, S. Take all | |
| (from the cupboard). Open the parcel. N, N, W. Examine the calendar. | |
| Flip through the calendar (to February) until you find Merlyn's Hat | |
| daisies. Remember the colour. W. Give the box of chocolates to Jemima. | |
| Remove gas mask. Answer her question `say yellow'. E, E, S, S, SE, W. | |
| Pull the cord. Examine the postcard. Take the flash. Open flash. Put | |
| the nasty red battery in the flash. Close flash. Look at the photograph. | |
| Read about Roger in the history book. | |
| E, E and N. Turn the crank. U, NW. Take the key. Give the wishbone to | |
| the ghost. SE, D. Put the torch and the brass key into the fireplace. | |
| Drop all. Enter the fireplace. D. Take all. Unlock the hatch with the | |
| brass key. Open the hatch. D, E. Turn off wheel. Turn wheel. Enter | |
| the dumbwaiter and pull the rope. Turn the wheel. Enter the dumbwaiter. | |
| Pull the rope. Pull the rope. Get out of the dumbwaiter. W, S, S, SE, E, | |
| N. Drop all. Take the rucksack. Take all. S, W, NW, N, N, E. Turn | |
| wheel off. Turn wheel. Drop the medicine bottle in the shaft. Turn the | |
| wheel. Enter the dumbwaiter. Take the tablet. Get out of the dumbwaiter. | |
| W, W, W, E, E, S, S, SE, D. Clean the glass ball. W. Take the wrench. | |
| Fix the pipe. Take the books. Read the romance novel. Read the book of | |
| poetry. | |
| N, U. Push the bell. Say even. N, U. Take the Tarot cards. D, E. | |
| Examine the mural. W, S, W. Take the silk handkerchief. Wave it. Board | |
| the boat. Say time. NW. Climb the tree. Look at the maze. D, W, W. | |
| Take all. Board the roller. Turn it on. E, E, E, W, N, N, W, W, N, N, N, | |
| N, W, W, W. Get off the roller. Take the miniature. Board the roller. | |
| E, E, E, S, S, S, S, E, E, S, S. Turn off the roller. Get off the roller. | |
| Wear gas mask. S, D. Turn wheel. Enter dumbwaiter. Pull the rope. Pull | |
| the rope. Get out of the dumbwaiter. W, S, S, SE, S, S. Turn on the | |
| slide projector. Turn the dial. Put the Ace of Cups into the slot. S. | |
| Search the crates. Take the mounted bottle. Pull the anchor on the ship. | |
| Put the stick ship into the mounted bottle. Examine the ship. Climb the | |
| mast. Take the flag. Go port. Take all. Go fore. Take the green | |
| branch. Go aft. Go aft. Turn the wheel. D. | |
| Take the Ace of Cups. Put the Fool into the slot. N, N, E, S, E, NE, N. | |
| Examine the cross. Read about Alison in the history book. S, SW, W. Push | |
| the south wall. S. Lie down. Put the flag on the bed. Sleep. Wait. | |
| Once the man is gone, go E and E. Turn the wheel. Pinch yourself (pinch | |
| me). Get out of bed. Take the stick from the rucksack. Look in the | |
| mirror. Where's the stick? Wave the stick. Wave the timber spar. Break | |
| the window. S. Look under the window. Take the gold key. N, N, N, W, | |
| NW, N. Close the door. Take the box. Open the door. Unlock the box with | |
| the gold key. Open the box. Take the four leaf clover. Wave the clover. | |
| N, E. Enter the dumbwaiter. Pull the rope. Pull the rope. Get out of | |
| the dumbwaiter. N, E, E. Take the charcoal sketch. Break the frame. | |
| Take the letter and the sketch. Open the coffin. Wear the gloves (if you | |
| took them off). Read the inscription. Read the letter. Put a mahogany | |
| rod into the coffin. Close the coffin. Take the `named' rod. Do this for | |
| every mahogany rod you have now and in the future. This will be referred | |
| to as `convert the rod'. Take the scroll. SE. Hang the painting on the | |
| hook here. Search the umbrella stand. Take the sceptre. | |
| U, U. Read about 1420 in the map of Hamburg. Turn the door. NE. Push | |
| the ball SW. Push the ball S. Take the tarot box. Open it. E. Remove | |
| gas mask. Break the cabinet. Take all from the cabinet. Take the tablet | |
| and the Rod of Returning (if they are in the rucksack). Strike the Rod of | |
| Returning. Wait until druids take you. Eat the tablet. Take the | |
| Shepherd's crook. Point the Rod of Returning at yourself (point returning | |
| at me). Return to the souvenir's room. Take the fool. Put the miniature | |
| in the slot. Strike the Rod of Returning. S. E, E, E, E, E, S, E, S, E, | |
| E, S, S. (In whitewashed area). W. Squeeze the weed killer bottle. E, | |
| N, N, W, W, N, W, N, W, W, W, W, W. Take the bean pole. Point the Rod of | |
| Returning at yourself. | |
| Return back to the library storage room and take the poetry book. E, N, | |
| NW, N, N, E. Turn the wheel. Enter the dumbwaiter. Pull the rope. Pull | |
| the rope. Get out of the dumbwaiter. N, NW. Board the roller. Turn on | |
| the roller. N, N, E, E, E. Get off the roller. Take the marble rose. D. | |
| Examine the mural. Read the poetry book. Take the tarot cards from the | |
| Tarot box. N, U. Put the 8 of wands on the deck. Put the maiden on the | |
| deck. Put the star on the deck. Push the bell. N, U. Take the tarot | |
| cards. D, S ,W. Board the boat and say time. Return to the octagon room. | |
| Convert the quarterstaff, the crook, the bean pole and the 8 of wands. SE. | |
| Type: lagach, painting. Then lagach the artifacts until you return to the | |
| bronze mural. Take the poetry book. Strike the Rod of Bronze. Point it | |
| at the mural. D. Take the key. E, E. Read the tombstone. W, W, S. | |
| Smell. Smell. D. Turn off the switch. U, W. Examine the panel. | |
| Examine the bronze wall. Strike the Rod of Bronze. Point it at the wall. | |
| N. Examine the panel. Slide i. Slide k. Slide c. Slide a. Slide n. | |
| Slide e. Slide l. Slide o. Slide s. Slide t. S. Slide k. Slide k. | |
| E, U, U, U. Board the roller. W, W, W, S, S, E. Turn off the roller. | |
| Get off the roller. | |
| Take the golden orb. W, SE, S, E, E, SE, U, U, W, S, SE, S, S. Put the | |
| Maiden into the slot. S, U, E, S. Strike the Rod of Fire. Point it at the | |
| wall. Strike the Rod of Luck. Point it at yourself. S, S. Take the | |
| copper coin. SE. Take the inscribed stone. Examine the inscribed stone. | |
| SW. Wake Homer. Say Agamemnon. Say Ptolemy. Say yellow. D. SW. Push | |
| the statue NE. NW. Push Dionysus SE and SW. NE, NE. Push Demeter SW | |
| and NW. SE. Push Poseidon NE. SW. Put the inscribed stone the opening. | |
| D. Take the amber gem. U, U, NE, NW, N, N, N. Strike the Rod of | |
| Husbandry. Point it at the goats. E. Take the fig. S. Give the coin to | |
| the bartender. Take the dessert. N, W, W, D. Give Andromeda the dessert. | |
| U, SW. Play the pan-pipes. Put the fig in the urn. Type: priestess, tell | |
| me about fig. Write down her response because they contain coordinates you | |
| will need later. | |
| Return to the souvenir's room (via the Rod of Returning, etc.). Put the | |
| castle card in the slot. S. Look under the table. Examine the scarf. | |
| Pull the blue wire. Pull the green wire. Pull the black wire. Pull the | |
| red wire. Wait until the timer runs out. Strike the Rod of Returning and | |
| point it at yourself. Return to the souvenir's room. Put the star in the | |
| slot. S, D. Examine the frieze. U. Open the flash. Set the timer. Put | |
| the timer in the flash. Close the flash. Put the flash in the device. | |
| Wait until the timer goes off. E, E. Lagach the mosaic and keep | |
| `lagaching' until you get back to the frieze. U. Take all. | |
| Return to the souvenir's room. Put the charcoal sketch into the slot. | |
| Find Austin in the house. Keep pushing him towards the souvenir's room. | |
| Jump. S, N. Drop the smooth round stone into the grating. S, SE, SW, S. | |
| Examine the writings. N. Blow the bird whistle. Take the cloak. Wear | |
| the cloak. NE, NE, SE, S. Type: anoint me. N, SE. Take the spindle. | |
| NW. Wait until the messenger arrives. Take the tubes. Swap the scrolls | |
| in the tubes. E. Give the Kappa tube to Callimachus. S. Give the Alpha | |
| tube to Apollonius. Take all. N, W, NW, N, W. Take the stone. Take the | |
| key. (If you want) Play dice with the sailor to learn the ancient words for | |
| one to six. They are, one:thu, two:zal, three:si, four:ca, five:mach, and | |
| six:huth. E, S, SW, NW, N. Unlock the grating with the rusty key. Open | |
| the grating. D. Take the heart. Board the skiff. Sail until you reach | |
| the Garden Stream. | |
| S, E, E. Convert the spindle and the hairband. U. SE, U, U, W, S, SE, E, | |
| S, E, NE, D. Wave the green branch. Take the nuts. NW. Examine the | |
| mosaic. Take the wooden ball. Lagach to Mad Isaac's painting. NE, E, N. | |
| Take the croquet mallet. S, E. Use the coordianates the priestess gave | |
| you and walk <X> paces west and <Y> paces south (other possibilities | |
| include east and south, east and north, and west and north). Dig with the | |
| gardening implement. Unlock the strongbox with the gothic key. Open it. | |
| Take the astrolabe. Fill the hole. Drop the wooden ball. Hit it with the | |
| croquet mallet. NW. Put the nuts in the crack. S. Blow the bird | |
| whistle. Take the gold watch. | |
| S, W, SW. Lagach back to Alexandria. N. Put the amber gem into the | |
| socket. D. Lie down on the couch. Sleep. Lie down on the couch. Sleep. | |
| Lie down on the couch. Sleep. Lie down on the couch. Sleep. Wait and | |
| watch the French soldiers. Wait until they leave. Get up and go W | |
| repeatedly until you have returned to the `present'. Twist the sphinx's | |
| nose. W. Take the model. W. Move in various directions until you | |
| dislodge a greenish oak. Take the oak. Put the sceptre into the first | |
| socket. Turn it to `si'. Put the sceptre into the second socket. Turn it | |
| to `huth'. Put the sceptre into the third socket. Turn it to `thu'. | |
| Enter the coffin. Close the lid. Close the lid. U. | |
| W, W, U. Lagach back to Alexandria. N, NE, SE. Remove the cloak. Turn | |
| the cloak. Wear the cloak. Open the door. Enter the tower. Put the | |
| green oak timber onto the table. NW. Remove the cloak. Turn the cloak. | |
| N, N, N. Remove the cloak. N. Wear the purple sash. N, NE, E, S. | |
| Type: anoppe. Put the astrolabe on the mounting. Look in the eyepiece. | |
| Take the hand. D, D, W. Put the hand on the statue. Tighten the hand. | |
| Put the skull on the statue. Tighten the skull. Put the heart in the | |
| statue. Strike the Rod of Fire. Point it at the statue. Point E. E. | |
| Point E. E. Give the marble rose to the knight. Show the keepsake to the | |
| knight. Point W. W. Type: knight, open moonstone. Type: open moonstone. | |
| Type: knight, open moonstone. Point D. Strike the Rod of Ice. Point it | |
| at the Rod of Love. Take the Rod of Love. Take the Rod of Love. S. | |
| Hypnotise Evans with the watch. Type: evans, give me the mascot. S, SW, | |
| W, S. Take the model of the ugly animal from the rucksack. Look in the | |
| mirror. N, E, NE, N. | |
| Take the golden orb from the rucksack. Clean it. Strike the Rod of | |
| Sacrifice. Point it on black. S, SW, W, N, W,NW, N, N, E. Turn the | |
| wheel. Enter the dumbwaiter. Pull the ropes. Get out of the dumbwaiter. | |
| W. Unlock the door with the wrought iron key. Open the door. NW. Put | |
| all the rods, except the Rod of Eternity, into the lemniscus. Put the orb | |
| in the opening. Strike the Rod of Infinity. Point it at the Lemniscus. | |
| Take the torch. W, D. Swing the rope. Take the daisy. Wear the daisy. | |
| U, E, NE, E, S. Take the horn. S, E. Take the sandals. Wear the | |
| sandals. W, W. Open the cover. Put the torch in the well. D, E. Blow | |
| the horn. Wave the horn. Strike the Rod of Language. Point it at | |
| yourself. Listen until the druids are finished talking. W, U. Wait until | |
| the saxon spy in thrown into the tent. Take the pole. E. Take the blue | |
| stone. Wave the tent pole. Strike the Rod of Returning. Point it at | |
| yourself. | |
| Read the book of poetry. E, D. Wave the blue stone. Give the fifty-franc | |
| note to the man. Say carte. U, W, W. Board the boat. Say time. SE, E. | |
| Enter the dumbwaiter. Pull the rope. Pull the rope. Get out of the | |
| dumbwaiter. W, S, D. Congratulations! You've scored 544 out of 550 | |
| points!. | |
| 2) Explanations and clue locations | |
| It is important to read the history of the Meldrews ask check any new name | |
| you come across. For instance, when you look at the photograph in the | |
| Darkroom, then read about Roger in the history book. | |
| Reading about Isaac in the history book gives the clue about Merlyn | |
| (Merlin). | |
| Looking at the maze from the top of the Family Tree shows on spot which is | |
| inaccessible. This gives the clue are where to squeeze the killer weed | |
| bottle in the past. | |
| From the Stone Cross, if you look up the name Gerard in the history book | |
| and have read that Marie Swelldon is the author of the romantic novel, then | |
| you should figure out that Marie Swelldon is the nom de plume of Roger | |
| Meldrew's wife. Marie Swelldon is an anagram for Alison Meldrew. Reading | |
| about Alison provides the clue to push the south wall in the Dead End. | |
| The inscribed stone and the dog-eared letter provide the game player with | |
| the necessary translations to complete the game. | |
| Either looking in Alison's mirror or checking your inventory (Merlyn's hat) | |
| give clues to the possession of a rod. | |
| The mural in the crypt gives the clue of stacking the deck in the | |
| consulting room. | |
| Looking up Henri in the history book give the clue to solve the panel | |
| puzzle in Contraption Room. | |
| Clues to answer Homer's questions can be found both in Alexandria and in | |
| the dictionary. | |
| The priestess, if you make food offerings, can give additional clues to | |
| solving Doktor Stein and defusing the bomb. | |
| The papyrus fragment and the smooth stone provide the solution to the maze | |
| in the palace. | |
| The clue to using the Rod of Sacrifice in the orb comes from a) noticing | |
| you are actually in a chess board and b) reading about Helene, then Anton | |
| in the history book. | |
| 3) History of the Meldrews - Contents | |
| Alison, Anton, Capability, Ebeneezer, Gerard, Helene, Henri, Isaac, Joshua, | |
| Peter and Roger. | |
| 4) Dictionary of Mythology - Contents | |
| Aeschyus, Agememnon, Alexander, Alexandria, Andromeda, Aphrodite, Apollo, | |
| Apollonius, Ares, Arthur, Athene, Callimachus, Chlamys, Demeter, Diana, | |
| Dionysus, Eraina, Eumenides, Galita, Hades, Helicon, Hephaetus, Hera, | |
| Homer, Iliad, Kraken, Leda, Loxias, Memelaus, Odyssey, Odysseus, Pan, | |
| Perseus, Pharos, Pluto, Poseidon, Ptomemy, Pythian, Selenae, Sosostris, | |
| Syrinx, Ulysses, Zeus. | |
| 5) Lagachable Objects | |
| Mosaic, both murals, still life, painting (when placed on the hook), frieze | |
| and the writings. | |
| 6) Amusing things to do | |
| Drop the robot mouse where Austin can get it. | |
| Shut Austin out of the attic with the trap door. | |
| Ram or knock on various doors. | |
| Cast all the rods on yourself. | |
| Ask the demon (or angel - I didn't tell you where to use the Rod of | |
| Stalking!) about heaven and hell. | |
| Eat a genuine Ekmek special. | |
| 7) Different ways of opening the medicine bottle | |
| By dropping it down the empty dumbwaiter shaft. | |
| Putting it at the foot of the shaft and dropping the dumbwaiter on | |
| it. | |
| Running over it with the garden roller. | |
| Dropping it from the foot of the beanstalk. (Rats, I gave away a | |
| clue!) | |
| Dropping it from the top of the mast. | |
| Aunt Jemima can open it. | |
| The jaws of Dobbin (Doktor Stein's goat). | |
| This walkthrough was written by Marc Leduc (100435,772) and he can be e- | |
| mailed at 100435.772@compuserve.com | |
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