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Lurking Horror


     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.

http://www.gameshow.da.ru

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