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- LURKING HORROR SOLUTION
-
- By PYRASOFT/ACU. Edited by PARASITE.
-
-
- As the name implies, LURKING HORROR is a horror story. It is Infocom's
- first game of this genre. Although the puzzles have logical solutions, I
- can think of one or two which might send a frustrated gamer in search of
- a walkthru. There are several possible ways to solve the game and I've
- had trouble deciding how to write the walkthru. The order in which the
- puzzles are presented and solved are not lock-step. For example, the
- first time I played the game I solved the Alchemist puzzle before I
- discovered the rats in the muddy tunnel.
-
- On my second play, I solved the rat puzzle before going to the
- Department of Alchemy. Most of the puzzles require the use of specific
- objects. Naturally, you'll have to find the necessary objects before you
- can use them. I'll attempt to lead you to the necessary objects and
- offer a possible solution to each puzzle. I'd like to mention that I
- played the review version of LURKING HORROR for the Macintosh. I'm
- keeping my fingers crossed that no major changes were made in the final
- release version of the game and that no major differences exist for
- different computers.
-
- You're a student at G.U.E. Tech. It's late on a cold, winter night, but
- your 20-page report is due tomorrow. To work on your assignment, you
- make your way to the Computer Center through the worst storm of the
- winter. The game starts with you standing in the Terminal Room. There is
- a PC before you, so have a seat and log on, please. Your user ID is
- printed on the Student ID Card included in the game package. Your
- password is written in the back of the "G.U.E. at a Glance Guide for
- Freshmen" (also included in the package).
- Once you've logged on, you'll see a menu on the PC. Use the PC's mouse
- by clicking on MENU then YAK. Read the strange document which has
- replaced your paper. You'll faint and awaken in "a place." Go down into
- the bowl, look at the platform, and take the small stone. Wait a couple
- of turns and you'll wake up in the Terminal Room. Look at the PC's
- screen. The hacker will attempt to fix the PC, but your paper will be
- lost. It was mixed up on the file server with some files from the
- Department of Alchemy. The hacker will suggest, "Maybe they could help
- you down there."
-
- Look at the hacker and notice the keyring. Ask the hacker about the
- keys and he'll show you one you haven't noticed -- a Master Key. Ask him
- about it and he'll say, "It'll open three out of five doors at Tech."
- Then he'll complain of hunger. That's your cue. Go to the kitchen and
- get the Chinese food from the refrigerator. The hacker won't like it
- cold so heat it in the microwave oven for about two minutes on "HI." In
- case you have problems controlling the microwave, set the timer to 200,
- press HI, then press START. Give the food to the hacker in exchange for
- his master key.
-
- A NOTE ABOUT GETTING TIRED. When and where you start getting tired will
- vary depending upon the number of moves you've made. For that reason, I
- could not determine when or where to tell you what to do about it. Thus,
- this note: When you get tired, drink from the bottle of Coke which you
- will find in the refrigerator in the kitchen.
-
- Go south twice to the elevator. Enter the elevator, open the panel, and
- take the flashlight. Go down to the Basement then east to the Temporary
- Basement. Take the gloves and crowbar then go up to the Temporary Lab.
- Take the flask and return to the Basement then go west twice to the Aero
- Basement. Get on the forklift and drive east until you reach Dead
- Storage. Use the forklift to move the junk until you've cleared a path
- to Ancient Storage. In Ancient Storage, open the manhole with the
- crowbar and go down to the Brick Tunnel. Go north and down to the Altar.
- Take the knife, open the iron plate, and look in the pit. Now you know
- what has been done with the missing students! Return to the Brick Tunnel
- and go south. Try to open the trap door (this will be useful later).
-
- Return to the Basement then go west, west, and up to the Aero Lab. Now
- go south to the Infinite Corridor. (NOTE: If the maintenance man should
- block your path while you are in the Infinite Corridor, simply wait for
- him to move on. Waiting will work until you have reached the end of the
- Infinite Corridor.) Take the plastic container and go east in the
- corridor until you reach the stairs. Go up to the Great Dome, wear the
- gloves and climb rope. (It's not really a rope but climb it anyway.) On
- the Catwalk, open the small metal door and exit north to the Roof of the
- Great Dome. Climb up to the top of the dome, remove the plug and take
- the paper -- it's a suicide note. Go back inside the Great Dome. Take
- the ladder and put it on the Catwalk. Go down the ladder and return to
- the Infinite Corridor.
- Go east to the glass fronted cabinet, break glass, and take the axe. Go
- west to the wall socket where the waxer cord is plugged in and cut the
- cord with the axe. When the maintenance man starts toward you, open the
- plastic container and pour the liquid on the floor. Go east to the end
- of the corridor then north to Fruits & Nuts. Go down to the Cluttered
- Passage and southeast to the Brown Basement. Take the rubber boots and
- wear them.
-
- Go up to the Brown Building then up to the Top Floor. Read the sign
- over the door then unlock it with the master key. Exit the door (north)
- to reach the Skyscraper Roof. Go up to the Semi-Transparent Dome, look
- in the tub, and take the hand. I had a little trouble concerning the
- hand and the winged creature. It appears the creature always takes the
- hand away if you're holding it when he enters the dome. My solution was
- to put the hand in the plastic container before the creature entered the
- dome. When the winged creature enters the dome, he will block your exit.
- Throw the stone at creature, retrieve it and go down. The creature will
- be waiting for you at the bottom, so throw the stone at him again. Both
- the stone and the creature will go off the south end of the building. Go
- east, down, then south to the Courtyard and get the stone. Go north,
- down, northwest, and up to Fruits & Nuts. Then go south until you reach
- the Department of Alchemy.
-
- The door to the Department of Alchemy is locked and the master key will
- not unlock it. Knock on the door and wait. The professor will open the
- door and usher you into the room. Read the sign-up sheet, show the
- suicide note to the professor, then go south. Oops! You're in a
- pentagram. Wait until the professor has entered another pentagram and
- has begun his ritual. Cut the line with the knife and exit the
- pentagram. Move the lab bench, open the trap door, and go down. If you
- time your moves just right, the mist will grab the professor just as you
- go through the trap door. Wait a turn below the trap door then re-enter
- the lab through it. Put the dead hand in the vat and it comes to life!
- Take the hand. You can put the professor's ring on the hand if you wish;
- it fits nicely.
-
- Look for an urchin slouching somewhere. I found one in the Computer
- Center. Show the living hand to the urchin and take the bolt cutter
- which the urchin will drop.
- Return to the Basement, go west twice to the Stairway and down to the
- Sub-Basement. Now go northwest to the Tomb and read the graffiti. Unlock
- the padlock with master key, and take the padlock. Open the hatch and go
- down. You hear rats! Go east and open the pressure release valve with
- the crowbar. Timing is important here for your objective is to scald the
- rats. When you see them, open the valve. Examine the dead rat; it has a
- strange symbol branded on its neck.
- Close the valve and go east until you reach the brick wall. Move the
- loose brick with the crowbar and look in the hole. Use the crowbar to
- move the second brick and you will have made a hole in the brick wall
- through which you can see a reinforcing rod and a small room containing
- some machinery. Think about the levels of the building and try to place
- where you are now in relation to what's above you. You must be somewhere
- near the elevator.
-
- Go back to the Basement and send the elevator to the first floor. Then
- open the elevator doors in the Basement. Wedge the doors open with the
- crowbar and go down the elevator shaft to the Concrete Box. Take the
- chain and put the chain on the reinforcing rod. Put the padlock on the
- chain and go back up. Put the chain on the hook, remove the crowbar and
- the elevator will start moving. You'll hear a tearing, rending sound,
- then a rumbling crash. Open the elevator doors again, wedge them open
- with the crowbar, and go down to the Concrete Box. The brick wall will
- have an enormous hole ripped in it. This is the opening you need for
- those objects which will not fit through the opening to the Tomb.
- You'll need the bolt cutter, the flask, the axe, the stone, the
- flashlight, the master key, the boots, the gloves, and the hand for the
- puzzles that follow.
-
- From the hole in the brick wall, go north then west until you reach the
- Tunnel Entrance then go down to the Muddy Tunnel. From the Muddy Tunnel,
- go down to the Large Chamber and look at the slots; a wire goes to each.
- Cut the wire with bolt cutter.
- Go down to the Wet Tunnel, the hand will start pointing the way so go
- as the hand directs but watch out for the curtain of slime. When you
- find it, open the flask and pour the liquid on the curtain. A wooden
- door will be revealed. Unlock the door with the master key and enter the
- Inner Lair. Reach in the pool and take the line. Cut the line with the
- axe and take the line again. Open the box, unplug the coaxial cable, and
- put the line in the socket.
- The huge mass will change shape. Wait until it becomes a winged
- creature with its mouth open and the stone has turned red. Throw the
- stone at the creature then take the stone again. The hacker will ask,
- "Can I have my key back?"
- Your score should be 100 out of a possible 100. Graded on the curve,
- you are in the class of President of the Institute. THE END.
-