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 walkpaces west and 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