A HOLIDAY TO REMEMBER by Trevor Taylor of Visual Dimensions Solution by Phoebe M. Fuentes (July 2000) Introduction on Title Screen: ============================ "Welcome to the adventure! You play Malcolm Wright-Nutter, who has just been sent a holiday invitation by his eccentric uncle. Not being one to turn down a free hol at the old fool's expense, he sets off to his house at Crockham-at-Sea." Comments: ======== Thus Malcolm finds himself at the bus stop waiting for his uncle to pick him up. Hmmm... His uncle sure is taking a long time to pick Malcolm up. After all, he just lives to the north of the bus stop. What Malcolm expects to be a holiday of rest and relaxation turns out to be an adventure of mystery and intrigue! This is a corny text adventure. So corny that as I continued to play it, it sort of grew on me. It's quirks were infuriating at first, but in the end, I just kind of laughed it off. The major quirk was that it doesn't give you any hint whatsoever about any upcoming danger and thus, doesn't allow you any room to prepare for them. Playing this game for the very first time without any walkthrough, your character will surely die or lock himself into an unwinnable state in the second part of the story. Only after Malcolm gets into these situations, do you realize what you should have done! Anyway, it's not really all that bad. With it's cute and colorful graphics and relatively short length, it makes for a perfect light summer reading/game. Part I ====== At Your Uncle's House --------------------- i, exam postcard, drop postcard, n, n, exam rubble, exam note (you don't have to pick it up, but it gives you some clues) In Town ------- s, s, e, e, e, n, say "give key" to prodkin (The quotation marks are required. You can also greet her before asking for the key.), s, s, exam poster (you don't really need to -- this poster just gives you more clues as to what is going on and fills out the story a bit), say "uncle missing" to constable (You don't really need to enter this statement, but if you want to act the concerned nephew, here's your opportunity. You can also greet him if you like.) Back at Your Uncle's House -------------------------- n, w, w, w, n, n, n, n, n, n (can't go any further north because Rufus the dog won't let you), e, unlock door, drop key, n, get coat, wear coat (there's a spanner here too, but you can safely ignore it -- it's a red herring), s, w, n, w (Eeek! A dead body!), exam bottle (it's weedkiller), get bottle, e, remove coat, drop coat, s, s, s, s, s, s, w, pour weedkiller, drop bottle , w, u, exam ticket, get ticket (forget the old record), d, get oil can (forget the crash helmet) Going to the Movies ------------------- e, e, s, e (There's a pair of spectacles here that belong to the theatre owner - - if you want to be a good samaritan, you can pick it up and return it to her -- but make sure you give it to her AFTER you've seen the movie!), e, e, e, n, n, n, n, show ticket, watch film (You can go back in again to see an advertisement promoting the author's text adventure "Flashback" for Spectrum and Amstrad CPC.), drop ticket, give spectacles (optionally, if you picked them up) At Your Uncle's House One Last Time ----------------------------------- n, n, n, n, get device (a light source), w, w, w, w, n, n, e, n, n, get gun, n, n, exam statue, push statue, push statue, push statue (the graphic is static, so even if the text says that the statue fell over, the statue in the picture will remain standing -- maybe a limitation of PAWS - or the author...), d, e, s, w (there's a cart here), oil wheels, drop oil can, push cart, d, s, e, s (you enter a cave with low ceilings and hole in the floor), d <--- End of Part I ---> Part II ======= Emerging from the Dark ---------------------- u, u, u (ignore the useless wide-brimmed hat), drop device, s, fire gun, drop gun Crocodile Fun ------------- s, e, e, wrestle crocodile (this is why it was important for you to see that movie in Part I), get crocodile, e, e, e, e, n, exam counter, ring bell (The trader automatically trades some rat poison for your crocodile. If you wear the wide-brimmed hat, he won't even trade with you -- he has some sort of aversion for them.) Down at the Farm ---------------- s, e, e, e, s, s, e, move boulder, w, n, w (don't bother going east -- it's an endless road), exam flag (very important that you remember the colors of this flag and the order in which they line up), s, put poison in barrel, n, w, s, s, exam toilet, pull chain Meeting the Nemesis ------------------- n, push button, s, w, w, n (You encounter Baron Von Sossenburg who gives a rather long and drawn out explanation of your uncle's disappearance, reminiscent of the english translation of the anime series "Speedracer". However, he should drop dead at this point. You DID poison the wine and not the lager, right?) Saving Private Uncle -------------------- n, e, exam keyboard, type rwr, s, get uncle (poor guy's unconscious), n, w, s, w, n, n, e, e, u, open hatch (this is why you had to move the boulder before you entered the farmhouse), w (the hanger is open -- so THAT's what that red button was for...), s, enter airship <--- End of Part II ---> And that's it! You won!