home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Floppyshop 2
/
Floppyshop - 2.zip
/
Floppyshop - 2.iso
/
diskmags
/
3565-4.665
/
dmg-3604
/
solution
/
funhouse.asc
< prev
next >
Wrap
Text File
|
1989-12-31
|
5KB
|
102 lines
MYSTERY FUNHOUSE
Time for a little spy stuff! A Fun House may seem a strange place for
espionage shenanigans, but secret agents have a habit of popping up in
the darndest places! if you just had some money, you could get inside.
The first thing to do is drop the watch, because you won't be needing
it. Now go East to the parking lot. Ignore the five dollar bill (it's
a bill for $5!), and look at the tree.
Get the branch, then look in the grate. Aha, that's where the
real money is! Chew the gum (tastes HORRIBLE!) then stick it on the
branch. Use the branch to get the coin, then drop both the branch and
the gum. Return to the Fun House entrance.
Wear the shoes, then give the dollar for a ticket. Go Fun. You are
standing in the Magical Mirror Room, and just up ahead is (gasp!) a
maze.
Fortunately, it's not a bad one, if you're careful (if you aren't
careful, well....).
Go North three times, then West twice. This brings you to a small
room. Go West from here to the room with the knobs. Pull the green
knob, and you will find yourself in another room. Get the trampoline
that's here, then go South to the shooting gallery and pick up the
strange spectacles. You have a few minutes, so, if you want to, you
can amuse yourself by shooting a few clay pigeons. When you're finished,
go back North, then Up, to the knob room.
Now, as you proceed through the adventure, you will from time to
time get messages about your shoe heel being loose. Ignore them, and
don't touch the heel for now. There will be time for that later. At the
moment, you have other things to do. So, head along West to the tank
room, and from there, Up to the ledge over the pit. Drop the trampoline
here, then go East to the barrel room.
Once in the barrel room, get the match and the comb, then crawl (that's
how you get out of the barrel). Drop the match by the trampoline, then
head South to the rickety stairs and down to the landing. Go down the
slide into the tank. Get the rusty key, then give the comb to the
mermaid. Go up the secret stairs she reveals, and you will be back on
the landing.
Go East into the Windy Hall, and East again into (sigh) the maze.
Now, carefully make your way South, East, South, East, and you will be
in the Mirror Room again. Wear the spectacles, and look in the mirror.
Sonuvagun! There's a hidden door! Open the door and go inside. Here you
find a valve handle. Drop the spectacles and get the handle, then go
East back to the mirror room.
Once again, go through the maze to the room with the knobs. Drop
the key, then continue on West and then up until you come to the ledge.
Get the trampoline, then go down the ladder to the pit. Drop the
trampoline, then put handle and turn handle. You have now turned off
the calliope in the merry-go-round room (which is where you're going
next). Now go trampoline, and jump. Wheeee! You're back up on the
ledge.
Get the match, and return to the knob room. Drop the match, get
the key, and pull the blue knob. Now you're in the room with the
Fortune-telling machine. However, it won't be telling your fortune
today, because it's broken. However, in an odd sort of way, it's going
to be very helpful to you. But right now, go on along East to the
merry-go-round room.
Once in the merry-go-round room, push the blue button to stop the ride.
Go merry, then go horse. Climb the pole in the horse's back, which
brings you to the top of the ride. Look up, and you will see a rope.
Jump! Now look, and you will see you are on a catwalk. Go East, and
unlock the door. Drop the key, and look at the shelves. Grab the
flashlight and the wrench, then head back West, and climb all the way
back down again, then return to the knob room. As you pass the
fortune-telling machine, pick up the "out of order" sign.
Pull the green knob, then go South to the shooting gallery. Drop
the sign there, then return to the knob room. Get the match, then pull
the yellow knob. This takes you to a small room with strange music. Go
North into the maze (again!), then go East, South, East, South, East,
and you're in the Mirror Room. From there, go South out of the Fun
House.
Now it's back to the parking lot. Open the grate. You will only be
able to open one bolt, but you can slide the grate to make room for
yourself to go down. Drop the wrench and get the gum. Turn on the
flashlight, then go down the manhole, and East to the room with the
second grate.
Close the door, and drop the ticket. Now, the big moment has
arrived! Remove the heel from your shoe. A couple of things will fall
out. One is a note expaining what this is all about, the other is a
fuse. Drop the heel and the note, and get the fuse.
Chew the (yuck!) gum again, then stick it to the fuse, then stick
it to the grate. Light the fuse, and POP! the grate blows open. Get the
ticket, then go through the hole. Now up through the shooting gallery
(good thing you put that sign there!) and South to the hidden lab. There
they are...the secret plans! Grab them and...congrats! You have
successfully completed your assignment! After all this, you could use
some peace and quiet. How about a trip to some faraway place, like
Egypt? In fact, you might even want to visit the pyramids.....