THE TRIAL OF ARNOLD BLACKWOOD CHEAT SHEET In retrospect this is a simple adventure based not upon standardised adventures but bringing a strange tongue-in-cheek humour to its implementation. The task in hand is to assist ARNOLD in his first adventure, to discover just what it is that a certain LORD EREBUS requires of him and to effectively carry that out. There is more than one objective and these become apparent from close attention to the introduction and from information gleaned from the ubiquitous ORACLE. Completion of the tasks and summoning of LORD E results in a percentage score being given, provided that a good propotion of the tasks have been done. This puts a fair mileage in the adventure in that it will probably be played several times before the maximum is obtained. The adventure effectively sets up a mystery of its own concerning the nature and character of ARNOLD, LORD and LADY E and not least, MEXICAN PETE. A sad dog plays a prominant part in the proceedings and the inlay card from the cassette depicts the scene sat his passing. FIDO is not to be confused with BONZO who is actually a [living] cat who ha but one aim in life - that of scoffing kippers. The parser is elementary and simple two word inputs are required. These for the most part may be reduced to the first three letters of each. Note should be made however of BURY DOG and FLASH ON. The style is readily adopted by those new to adventuring - even PCW and PCN magazines have referred to the "cult figure" of ARNOLD BLACKWOOD. Experienced adventurers may find the game fairly easy but should appreciate the humour (which comes in with devastating effect in "Somewhere Else"). There are few sudden, unexpected deaths. See what you can do with the BUCKET. Musical instruments can be PLAyed, boxes can be OPEned and neatness is essential. Wandering around the garden (It needs mapping) is a soft prelude and goog exercise in mazes before entry to the mansion (sorry about that). From there on the problems and items multiply and the need to revisit the garden becomes clear. There, pone of the major sad tasks must be performed before the mansion can be re-entere for the FINALE. Not a huge adventure but very satisfying and almost emotional as several players have indicated. An appetite whetter, written within three weeks of the introduction of the CPC464 computer. Amstrad Computer User magazine acknowledge it as probably the first adventure written especially for the machine. It is of course now available for all CPC and PCW machines and will no doubt be converted to run on the PC1512. No doubt the program, written entirely in BASIC, could be improved, with knowledge gained on the computers' operation but it seems unnecessary to tinker with the antique charm of a simple but amusing adventure. SHORT HINTS:- If it belongs to Lord Erebus - keep it If it is out of place - find a home for it ASK ORACLE and believe it! Some objects are "red herrings" (except the kipper!) Some objects are needed more than once Read the Hint Screen dispayed at the start [C] NEMESIS 1986 able.bin", â,C,   –