FAQ/Walkthrough Version 1.00
Last Updated: January 22, 2005
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* Table of Contents: *
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1) Introduction
2) Controls
3) Walkthrough
a) The Beginning
b) Part 2
c) The Ravine
d) The Best Part
e) The Railway
f) Another Part
g) The End
4) Deaths
5) Easter Eggs
6) Sequential List of Commands
7) Revision History
8) Credits/Contact Information
The Crypt of Medea is a picture/text adventure. This means that you navigate
around a virtual world through text commands, but there are pictures of every
room so you don't need to have an imagination to enjoy the game.
In this game, you play the role of some guy who finds himself trapped inside
the Crypt of Medea. Your goal will be to escape from the crypt without dying.
This sounds easy enough, but for some reason Medea decided to fill up her crypt
with various traps and other things that like to kill you. I guess she doesn't
like people like you wandering around in her crypt.
While the game is officially titled the Crypt of Medea, you won't actually see
Medea at any point in the game, not even in corpse or ghost form. The most
interaction you can have with her is reading a note she left behind. This
leaves for a kind of misleading and disappointing title for such a good game.
For this reason, most people who have played this game generally refer to it as
the Crypt of Scum, named after the most memorable and innovative character in
the game. I recommend that you do the same.
It's been over 20 years since this game was released, so I thought now would be
a good time to make a FAQ for it. I tried to write the walkthrough so that it
could be read even without playing the game, although there may be points where
the guide is a little confusing if you've never played this game before. In
case some don't like this style of walkthrough, I've also included a the
Sequential List of Commands section, which is basically a list of all the
commands in order to complete the game, with only a few of the most important
extra notes.
In addition to the walkthroughs, there is a section on deaths that lists the
different ways you can die in the game, including the text from the game that
accompanies each death. There is also the (very small) easter egg section,
which is the special commands that are just for fun. And coming up next is the
section on controls, which tries to explain the basics of how to play the game.
In this game you control your character by typing commands. The most common
type of command is two-word phrases of the form VERB NOUN, such as LOOK SCUM or
EAT SANDWICH. However, sometimes the form will be just VERB or VERB NOUN WITH
NOUN. Examples of these would be LOOK or CUT SANDWICH WITH KNIFE,
respectively.
Note that if you just type the first two words of the four-word form, the game
will ask for the other two words if it wants them. For example, if you typed
CUT SANDWICH, the game might say TRY CUT XXXX WITH XXXX. It will also
recommend correct versions of other commands. For example, if you have to pull
a door to open it but you say PUSH DOOR or OPEN DOOR, the game will tell you to
try PULL.
Also, note that there are lots of possible abbreviations that you can use. For
example, the long form to go to a new room would be something like GO NORTH.
However, you can also just type NORTH to do the same thing. You can even
shorten it further and just type N.
Also, if you just type the first four letters of longer words, the program will
understand what you mean. For example, instead of typing EAT APPLE, you could
just type EAT APPL to get the same result.
Basic Commands:
---------------
These commands work in every room.
LOOK: See the picture of the room you're in. Only works if graphics status is
on.
INVENTORY, INV, I: See what you're currently holding.
SAVE: Save the game.
RESTORE: Load a game.
CTRL-P: Toggle graphics status (whether it shows the pictures)
CTRL-S: Toggle music status (that annoying music that plays sometimes)
CTRL-I, Insert: Toggle inverse direction status, which is whether the direction
you entered a room from is highlighted or not. Default is on.
CTRL-F: Toggle the font status between lower case and upper case. Default is
upper case.
Note that lower case mode does have capital letters at the beginning of
sentences and such, and everything you type will still be in all caps.
This section is filled with SPOILERS, so don't read it if you're worried about
that kind of thing. Parts that are in ALL CAPS are either commands that you
should enter in the game, or text that comes directly from the game.
Note that the game itself is not divided into different parts, I just thought
the walkthrough would be easier to read if I divided it up a little. Also,
I've made up a numbering system for the different deaths just so I have a way
to refer to them. The numbering system in the walkthrough is the same as that
of the deaths section, so you can look up how a death happens easily.
===============================================================================
= 3a) The Beginning: =
======================
YOU ARE IN A LARGE MAUSOLEUM WITH MARBLE WALLS AND A DIRT FLOOR. SILENCE
REIGNS.
The visible objects will initially be a glass case, six tombstones, and a
candle. To start, type GET CANDLE to get your first object. Remember, you can
see what you're holding at any time by typing INV.
There are no visible exits to start, so you'll have to start messing with stuff
to find out where to go next. If you look at the case, you'll see that the
glass is too dusty to see through. If you CLEAN CASE and then look again,
you'll see a dark object inside the case. You can't get it now though, I just
wanted to get your hopes up so I could disappoint you and crush your dreams of
getting a dark object.
What you actually want to do is LOOK TOMBSTONE, and you'll see that there's a
slight opening in one (which maggots happen to be crawling through). That
seems a little suspicious, so let's try PULL TOMBSTONE.
PULLING ON IT REVEALS A CRYPT!
Well now there's a new object, so try LOOK CRYPT to inspect it more carefully.
THOUSANDS OF MAGGOTS FEAST UPON THE REMAINS OF A BODY INSIDE THE CRYPT.
YOU FIND SOME MATCHES!
You apparently decided to toss the matches onto the ground, so you'll need to
GET MATCHES. Now you have an unlit candle and some matches, so why not try
LIGHT CANDLE? Now if you were to wander into a dark area, you'd be able to
see. So all you have to do is to find a dark area.
But first, we're done with the matches, so we can drop them by typing DROP
MATCHES. Remember, you can only hold six items at a time, so we'll be dropping
things when we no longer need them. And in the case of the matches, none of
the rest of them will work anyway.
Now, we've already messed with the tombstones, so let's give the glass case a
turn. PUSH CASE, and you'll reveal a stairway that goes down! Make sure you
have your candle and that it's lit, because it's dark down there.
In fact, almost every area you go to will be dark, so you'll almost always need
to keep a light source with you. If you don't have a light source, you can
still continue, but you won't get any information about the room you're in,
such as visible exits or visible objects. This means you'd basically have to
memorize the game layout or just blindly follow a walkthrough. Also, you'll
need fire for more than just seeing at some points in the game, so you can't
actually complete the game if your candle goes out.
When you're feeling up to it, type DOWN to enter your first new room.
----------
YOU ARE IN A SHALLOW TUNNEL. THE WALLS ARE MADE OF PACKED EARTH.
Too bad this rooms sucks and nothing will ever happen here. Just head NORTH,
and try not to think about how much you hate this room.
YOU ARE AT THE END OF THE DIRT TUNNEL.
Here you'll see a decapitated hand and a hand shovel. If you decide to take
the shovel, Mr Hand will kill you, giving you death 1. (You can check the
deaths section for the description of this and any other death). You need that
shovel though, so to get rid of that pesky decapitated hand BURN HAND WITH
CANDLE.
THE HAND BEGINS TO BUBBLE AND BLISTER. THE HAND BURNS AND DISINTEGRATES.
Now you're free to GET SHOVEL. You're done here, so go SOUTH and then UP to
get back to the room you started the game in. Well, the only thing different
now is that you have the shovel, so try using that by just typing DIG.
YOU UNCOVER SOMETHING!
That something is a rusty knob which is conveniently placed in the ground. As
everyone knows, when you find a knob in the ground, you should PULL KNOB.
YOU PULL THE KNOB AND HEAR A GRINDING SOUND COME FROM THE POSITION OF THE
TOMBSTONES. A HIDDEN TUNNEL THROUGH THE STONES IS REVEALED!
Now there's a new visible exit, so go EAST.
YOU ARE IN A 20 FOOT CRAWLWAY. THERE IS A PECULIAR ODOR FROM THE EAST.
This place is also pretty boring, but there's a butterknife, so get that by
typing GET KNIFE. You won't be using this until much later in the game, but
you may as well get it now to put it in a more convenient location. Then
continue on to the EAST.
YOU ARE IN A BLOODY LABORATORY. A TRAIL OF FRESH BLOOD LEADS SOUTH. SOUNDS
EMINATE FROM BEHIND THE WALLS.
Here you'll see a lab table and a flask. The important thing to do here is to
*not* go east, or you'll get death 2. Also, you won't need the flask for a
long time, but it's nice to have all of this stuff in one place, so I'd
recommend getting it now with GET FLASK. Trails of blood are fun to follow, so
go SOUTH.
----------
THERE HAS BEEN A MASSACRE IN THIS ROOM. BLOOD STILL DRIPS FROM THE CEILING.
THERE IS AN ORANGE BUTTON ON THE EAST WALL.
There's a corpse and a decapitated head in this room, both of which have some
useful objects for you. However, you're going to need some more inventory
space first. You won't need most of the stuff you have now until much later,
so DROP KNIFE, DROP SHOVEL, and DROP FLASK. Keep the candle though, you need
that to see.
Now, it's time to get some new stuff to fill up your lonely little inventory.
Let's start with LOOK HEAD.
A STEEL ROD SKEWERED THROUGH THE HEAD HOLDS IT FIRMLY IN PLACE.
YOU FIND AN ID CARD UNDER THE HEAD!!!
Again, the card ends up on the ground, so pick it up with GET ID. Now, let's
focus on the corpse. Just looking at the corpse won't be enough to find his
treasures. That mean old corpse has hidden his item away, so you're going to
have to SEARCH CORPSE to get it.
YOU FIND A SMALL VIAL!
GET VIAL and it will be yours. Defiling corpses has never been more
profitable! By the way, don't drink the contents of the vial or you'll get
death 3. There's no need to mess with the orange button for now, we'll come
back for that later. (If you do decide to mess around with that though, note
that pressing the violet button will get you death 4). For now, let's go
SOUTH.
BLOOD STAINS THE FLOOR OF THIS ROOM. PIECES OF FUR LIE MATTED ON THE FLOOR.
In this room, you'll see a dog corpse and a cassette player. That dog is full
of ants and germs, so don't pick it up right now unless you want to get death
5. But you do want that tape player, so GET PLAYER. You don't have any tapes
at the moment, so there's nothing left to do here except go EAST.
----------
YOU ARE IN A SMALL ROOM. THE BLOOD ON THE FLOOR TRICKLES IN FROM THE ROOM TO
THE WEST.
Right now there's a giant spiderweb blocking any further progress. If for some
reason you brought the butterknife with and try to cut web with knife, you'll
get death 6, so don't do that. The web is also fireproof, so the candle won't
work. What will work is dissolving it with the liquid in the vial. But note
that the vial is corked to prevent premature spilling, so don't just throw it
and lose it forever. First OPEN VIAL.
OKAY. IT'S UNCORKED. THE LIQUID SMELLS SICKLY SWEET.
Now you can THROW VIAL AT WEB, to teach that web what happens when things get
in your way. You think he'd have learned from the lesson you gave to that
mangled corpse, but I guess webs aren't all that smart.
OKAY. YOU THROW A VIAL AT A SWAYING WEB.
THE LIQUID SPLASHES OUT OF THE VIAL AS YOU THROW IT DISSOLVING THE WEB AND
REVEALING A NEW EXIT TO THE EAST.
Now you're free to go EAST, so do it.
YOU ARE IN A ROOM OF NATIVE STONE. THE AIR IS DANK AND MUSTY.
This room contains a jellied mass and a cassette tape. Don't try to get mass,
or you'll get death 7. Just ignore him and GET TAPE. Don't play it yet
though, as apparently have to be in a certain room for it to do anything, and
you only get one try. Go WEST, WEST, NORTH, and then NORTH again to get back
to the room with the lab table. Now you can PLAY TAPE.
A DOOR OPENS REVEALING A SMALL SLIT EMBEDDED IN THE NORTH WALL.
Now the cassette player and tape are worthless, as the rewind button will break
off if you try to use it. So DROP PLAYER to get rid of the both of them. Now,
there's that three inch wide slit there, and the only thing you have that will
fit in there is that ID card that the severed head was kind enough to give you.
So I'd recommend that you PUT ID IN SLOT.
INSERTING THE CARD CAUSES A SMALL CACHE IN THE WEST WALL TO OPEN. YOU SEE A
SPARKLE OF LIGHT!
That sparkle of light was a diamond, which of course ended up on the ground.
GET DIAMOND to pick it up. Note that you don't have to do anything with the
cache since the diamond popped out of there on its own.
===============================================================================
= 3b) Part 2: =
===============
Well, now comes a little dead end where there are no more safe rooms to enter,
so you'll have to do something to uncover a new one. I already told you about
a bunch of items you won't be using for a long time, so that means all you have
to worry about are the candle and the diamond.
We've already used the candle so many times, and the diamond is fresh and
therefore exciting, so let's use that. Diamond, besides being used to make
overpriced jewelry, is a very hard substance that has been known to be used for
cutting glass.
Also, if you remember way back to the start of the game, there's a glass case
that had a dark object inside it that you couldn't get. You may remember
crying in frustration as you couldn't get it no matter what you tried. Of
course you can't use something like a shovel to break glass, that would just be
silly. You need a diamond for that!
Go WEST and then WEST again to get back to that first room with the glass case.
Now you can finally get that object by typing CUT CASE WITH DIAMOND.
A LARGE PIECE OF GLASS FALLS DOWN INTO THE GLASS CASE REVEALING A BREATHING
APPARATUS.
Awesome, not only do you get a nice new breathing apparatus, you also get a
piece of glass! The diamond is worthless now, so DROP DIAMOND. The candle is
starting to get lonely, so GET MASK and GET GLASS to give it some company.
(Just a note, don't drop glass or it will break.) Now that we have a mask, we
can go mess with that orange button!
Go EAST, EAST, SOUTH to get back to the orange button room, and then PRESS
BUTTON.
YOU HEAR A WHIRRING SOUND AND A DOOR IN THE WEST WALL OPENS. . .
Now for the first time you're going to have to DROP CANDLE, but don't worry,
it's bright enough in the area where you're going to see without it. Now go
WEST.
YOU ARE IN A BOXLIKE ROOM. IT IS SMALL AND CLEAN. THERE ARE TWO BUTTONS ON
THE WEST WALL; ONE IS BLUE AND THE OTHER VIOLET. A BEAM OF LIGHT ISSUES FROM A
HOLE IN THE CEILING.
Now, make sure to WEAR MASK if you haven't already, and then PRESS VIOLET
BUTTON.
----------
THE WALL SLIDES CLOSED BEHIND YOU AND WARM BLOOD SPURTS FROM SMALL HOLES IN THE
FLOOR. THE BLOOD TRAVELS SLOWLY UP YOUR BODY . . .
THE ROOM JERKS SUDDENLY AND ALL THE BLOOD DRAINS INTO THE FLOOR.
You will have died if you weren't wearing the mask, by the way. Also note that
if you did bring your candle, it will have been snuffed out. And to make
things worse, any matches you try to use to light the candle will be duds, so
basically lose if you don't have the candle.
Now go EAST to find out that the little box room was an elevator or something
similar, because you'll be in a new room.
YOU ARE IN A TINY ROOM. THE ROCK WALLS EMIT AN EERIE PHOSPHERESCENT GLOW.
THERE IS A YELLOW BUTTON ON THE NORTH WALL AND AN ORANGE ONE ON THE WEST.
You'll notice that there is also a six foot metal rod in the room. That will
come in very handy, so GET ROD. It's such a nice rod, so let's give him a
name. How about Rod?
Now there are no exits and two buttons, so I'd say it's time to do some button
pressing! The order doesn't matter, but why not PRESS YELLOW BUTTON first.
YOU HEAR A GRINDING SOUND IN THE DISTANCE.
This opened a door in another room, which we'll get to soon. But for now,
PRESS ORANGE BUTTON.
YOU HEAR A WHIRRING SOUND AND A DOOR IN THE WEST WALL OPENS. . .
Now we have an exit, so go WEST. This will put you back in the
shower/elevator. Now we've already had plenty of interaction with the violet
button, so this time PRESS BLUE BUTTON.
THE ROOM JERKS SUDDENLY AND ALL THE BLOOD DRAINS INTO THE FLOOR.
I didn't know there was still blood in the room, but I guess it's nice to have
it all drained out again. Now go EAST, and you'll be back in the room with all
of your stuff, including the candle!
----------
No doubt you missed your candle while you were apart, so start by typing GET
CANDLE. You're done with the mask now as well, so DROP MASK. And you still
don't need all the other stuff you left here, so just let it be.
We need to find that door that the yellow button opened now, so go NORTH to get
the lab table room (where we found the diamond). Now there's a new doorway
open to the north. Say thanks to Mr Yellow Button, and then head NORTH!
YOU ARE IN AN EXPERIMENTAL TESTING ROOM. THE ROOM SMELLS LIKE SOME SORT OF
PICKLING SOLUTION. THERE IS A BLACK AND A WHITE BUTTON ON THE NORTH WALL.
There is a large tank and a rope in this room. If you look at the tank, you'll
notice that there's a human form in there, as well as a metal key. You can't
get the key right now, so don't worry about it. However, it's very important
that you do *not* at any time press either of the buttons in this room, or you
won't ever be able to get the key, which you need to complete the game. And if
you press both buttons, the guy in the tank will come to life and give you
death 8.
However, you can and should get the rope. Right now it's attached to the
ceiling or something, so you'll have to cut it down. That glass is nice and
sharp, so CUT ROPE WITH GLASS.
THAT WORKED! THE SEVERED ROPE FALLS TO THE GROUND.
Now you can GET ROPE. And that's all we can do here for now, so you can go
SOUTH to get back to the lab table room.
===============================================================================
= 3c) The Ravine: =
===================
Now you might be out of ideas on where to go once again. The only obvious
place you haven't been yet is the room to the east of here, since that room
likes to kill you. But now you've got Rod to protect you, so no room can harm
you! Go EAST and watch Rod show that room who's boss.
YOU ARE IN A VERY LARGE ROOM. THE WALLS HAVE BEEN SCRUBBED INCREDIBLY CLEAN.
ONLY THE SMELLS FROM THE LABORATORY LINGER IN THIS ROOM.
SPIKES POP OUT OF THE WALLS OF THE ROOM YOU HAVE ENTERED. THE WALLS BEGIND TO
SQUEEZE SHUT . . .
YOUR ROD JAMS BETWEEN THE MOVING WALLS AND GRINDS THEM TO A HALT! A HOLE HAS
BEEN PIERCED THROUGH THE EAST WALL!
Unfortunately, you'll have to leave Rod here so that the room doesn't crush
you, but you'll see him a few more times. Make sure you say hi to him when you
pass through so he knows you appreciate his sacrifice. When you're done
admiring Rod's work, go East through the hole he made for you.
YOU ARE AT THE WEST EDGE OF A RAVINE. A RANCIDE ODOR PERMEATES THE AIR HERE.
THERE ARE SOME SHARP ROCK FORMATIONS OVERHEAD.
Now we need to get across this ravine, and the obvious choice for items to use
to cross here is the rope that we recently acquired. First we need to attach
it to something. You're probably not that good at aiming ropes, so let's just
THROW ROPE and let it worry about attaching itself.
THE ROPE GETS CAUGHT ON THE SHARP ROCKS OVER YOUR HEAD.
That was nice of those rocks to grab onto your rope for you. The rope will
stay here for the rest of the game, and you can use it as many times as you
want. Now it's time to swing across to get to the other side. However, first
we need to take a look at your inventory (type INV). If you have three or
fewer items, you will make it just fine. However, if you have four or more
items, you will be too heavy to make it across and will fall off to death 9.
Right now all you need is the glass and the candle, so make sure that's all you
have. Then type SWING to swing across to the other side, and watch the nice
little animation!
*********** G O **********
************ E M ***********
************ R I ***********
************* O N ************
************* ************
************** *************
************** *************
*************** **************
*************** **************
**************** ***************
YOU MADE IT!
YOU ARE AT THE EAST EDGE OF THE RAVINE. A PUTRID AROMA ARISES FROM THE EAST.
YOU HEAR SOMETHING STIRRING CLOSE BY.
Now there's only one visible exit, so go EAST.
----------
YOU ARE IN A ROOM WITH PUDDLES OF EMBALMING FLUID BENEATH YOUR FEET. a WOODEN
DOOR IS TO THE SOUTH.
In this room you'll see a mutated being holding the head of a dog. He's
blocking your path to the north, so we'll have to kill him if we want to get
through. All you have now is the candle and the glass, and a candle is no
match for a mutant. So let's THROW GLASS AT MUTANT.
OKAY. YOU THROW A PIECE OF GLASS AT A MUTATED BEING.
THE GLASS SLASHES THROUGH THE NECK OF THE MUTANT AND HE BLEEDS FROM THE OPEN
GASH. THE MUTANT IS DEAD.
THE GLASS SHATTERS!!!
Fortunately, you don't have to worry about whether you'll need the glass again
or not, since it's now gone forever. Now we can continue on to the NORTH.
YOU ARE IN A ROOM WITH BLOOD RUNNING DOWN THE WALLS. AT YOUR FEET ARE THE
BRISTLES OF SOME ANIMAL. A TRAIL OF BLOOD LEADS SOUTH.
The only thing of interest here is the magnet, so GET MAGNET and then we'll go
back the way we came. Go SOUTH, WEST, and then SWING to go back to the other
side of the ravine. You should only have the candle and the magnet with you,
so you shouldn't have any problems making it across.
At the other side of the ravine go WEST, WEST, and then NORTH to end up in that
room with the tank and the black and white buttons that you must not press.
Type USE MAGNET, and if you haven't pressed either button, you'll get the key.
If you had pressed either of the buttons, the guy in the tank will grab the key
and you'll be pretty much screwed.
YOU DRAW THE KEY UP THE INSIDE OF THE TANK WITH THE MAGNET. YOU GUIDE IT OVER
THE TOP OF THE TANK AND IT FALLS OUT TO THE FLOOR OF THE ROOM.
The key is on the floor, so GET KEY to put it into your inventory. We also
won't be needing the magnet ever again, so DROP MAGNET to get rid of it. Now
you might remember seeing a locked door on the other side of the ravine, so
let's head over there to see if we can get it unlocked.
Go SOUTH, EAST, EAST to get to the ravine. You should have only the candle and
the key, so you can SWING across and not die. Then go EAST to get to the room
where the mutant was, and there is a locked wooden door to the south. Type
UNLOCK DOOR to make it not locked.
----------
A HIDDEN SPRING PUSHES THE DOOR OPEN AS YOU UNLOCK IT. UNFORTUNATELY, THE KEY
WAS BROKEN IN THE LOCK AND IS LOST FOREVER.
It's not really unfortunate, since we don't want to have to worry about the key
anymore. Go SOUTH to get to another new room. The best part isn't far away
now!
YOU ARE IN A LARGE ROOM. THE WALLS HAVE BEEN DRAPED WITH SOME RECENT CARNAGE.
SMALL BITS OF MOSS GROW HERE.
This room just contains a vat that's full of blood and two choices for new
paths to take. The path to the south is an awesome path, but we're not quite
ready to go that way yet. Let's go WEST first.
YOU ARE IN A SMALL STOREROOM. ONLY SMALL AMOUNTS OF BLOOD CAN BE FOUND HERE.
The only thing that will ever be of interest here is the insect-infested
surgical gloves that are sitting on the floor, so GET GLOVES. You may as well
WEAR GLOVES now, since you'll need them pretty soon anyway, and it sucks to
forget something like that.
It's time to go back to the other side of the ravine again, so go EAST, NORTH,
WEST to get back there. You should have only the gloves and the candle, so
SWING across. Then go WEST, say hi to Rod, go WEST again, SOUTH, and finally
SOUTH. You'll find that we've come back to the room with that dead dog in it.
Before if you tried to get the dog, you ended up dying, which is exactly what
we're trying to avoid here. However, now that you've got the gloves, no germs
can harm you! Make sure that you're actually wearing the gloves, and then GET
DOG. This has got to be the best possession ever, right?
Now we have to go back again, so go NORTH, NORTH, EAST, EAST to get to the
ravine. Now this time you'll be at maximum capacity for crossing the ravine.
You should have the dog corpse, the gloves, the candle, and nothing else.
SWING across, and then go EAST, SOUTH to get back to the room with the vat.
===============================================================================
= 3d) The Best Part: =
======================
Now we're ready for the best part in the game! But first we have two
uneventful rooms that are just there to build suspense as we get closer. Let's
start by going SOUTH.
THE BLOOD IN THIS ROOM IS BEING QUICKLY ABSORBED BY THE GROWTH OF MOSS CLINGING
TO THE WALLS AND FLOOR.
You're probably getting excited already. Now continue along the linear path by
going EAST.
THE MOSS IS THICK IN THIS ROOM. THE AIR IS VILE AND ALMOST UNBREATHABLE.
STRANGE---NO BLOOD HERE.
Wow, that is strange! Now go NORTH for the best part in the game!
THE MOSS GROWS WILD IN THIS ROOM. IF YOU DROP SOMETHING HERE IT IS IMMEDIATELY
ABSORBED. YOUR FEET MAKE A SLURPING NOISE AS YOU WALK THROUGH THE MOSS.
As soon as the picture loaded, you were no doubt in awe of the green scum on
the screen! You'll certainly agree that this is the greatest character you've
seen in the game, and I'll tell you now that it's better than any that you'll
see in the rest of the game as well. First, let's get to know Scum a little
better with LOOK SCUM.
THE SCUM SEEMS TO BE COMPOSED OF DEAD MOSS.
Amazing! Note that while this would seem to imply that the Scum isn't alive,
we'll soon see that this isn't the case! If you type LOOK MOSS, you'll look at
the moss on the wall and find something interesting. (While you don't have to
look at Scum to advance in the game, you do have to look at the moss, so don't
skip this.)
YOU PEER DEEPLY INTO THE MOSS AND SEE A SMALL RUSTY VALVE.
The valve will now be a visible object, and will also show up on the picture.
This valve is what Scum is guarding, and any attempts to turn it will result in
Scum forcing you to pay a penalty of one item, which will be taken from your
inventory. If you don't have any items to pay Scum, then you'll pay with your
life, which I'm sure you'll agree is more than fair. Here's the text of what
happens when you upset Scum just to make sure you get to see it, but it's also
death 10.
THE GRAY SCUM GLIDES BETWEEN YOU AND THE VALVE. HE GRABS [item] THAT YOU CARRY
AND ABSORBS IT INTO HIS MASS.
THE GRAY SCUM WRAPS AROUND YOU AND THE WORMS OF HIS BODY FEAST UPON YOUR FLESH
UNTIL YOU DIE.
I guess Scum turns gray when he gets mad. But don't let that happen to you,
because you can't afford to lose any of the objects you've got with you, and
you'll certainly want to keep your life. If you want to go get the diamond or
something else we don't need, you can feed that to Scum.
Unfortunately, you have to turn the valve to escape from this crypt, and we'll
have to take advantage of Scum's trusting nature to do so. Scum is always
hungry, and since there's no good food (like apples) around, he'll take just
about anything you throw at him. In this case what you want to throw at him is
the dog, so THROW DOG AT SCUM.
OKAY. YOU THROW A DOG CORPSE AT A GREEN SCUM.
HE RIPS OPEN THE DOG AND BEGINS TO GORGE ON THE ENTRAILS. HE DIES FROM EATING
THE INFECTED BODY OF THE DOG.
----------
It's normal to feel remorse at this point, but you did what you had to do.
After a moment of silence for Scum, TURN VALVE so we can continue in our
attempt to get out of this horrible death-crypt.
IT TURNS AND YOU HEAR A GURGLING SOUND THROUGH THE WEST WALL.
Let's go see what caused that noise. Go SOUTH, WEST, NORTH and you'll find
yourself back in the room with the vat. It seems that the gurgling sound was
the sound of the vat draining. Let's take a closer look at it by typing LOOK
VAT.
THE LARGE VAT STANDS IN THE MIDDLE OF THE ROOM. IT IS EMPTY. A LARGE DRAIN
CAN NOW BE SEEN IN THE BASE OF THE VAT.
Now there's a new visible exit of DOWN, so let's take it.
YOU ARE IN A LONG LOW PASSAGE. BLOOD FOR THE VAT HAS DRAINED THROUGH A GRATE
IN THE FLOOR BENEATH YOUR FEET.
There's only one new exit, so let's go EAST.
YOU ARE IN A ROOM OF NATIVE ROCK. THE FLOORS AND WALLS HAVE BEEN CRUDELY
CHIPPED AWAY.
The only thing of interest here, and apparently this whole basement area, is
the hypodermic needle that you can see here. We'll need that pretty soon, so
type GET NEEDLE to pick it up. Now we're done down here, and we're actually
done with this side of the ravine entirely.
Go WEST, UP, NORTH, WEST to get back to the ravine. You should now have in
your inventory the surgical gloves, the candle, and the needle. SWING across
and then go WEST. This will be your last time to see Rod, so make sure to say
goodbye. When you're done, go WEST and then SOUTH to get back to the orange
button room where you left all of your stuff.
We're almost to the point where we'll be needing the stuff, so let's pick it up
now. We're going to need the knife, the flask, the shovel, the gloves, the
needle, and the candle. You should already have the gloves, needle, and
candle, so GET KNIFE, GET FLASK, and GET SHOVEL to fill up your inventory.
Now go SOUTH, EAST, EAST to return to the room with the jellied mass. This
time you have your needle of dark liquid, so let's see what happens if you
INJECT MASS.
THE JELLY DISINTEGRATES AFTER INJECTION. A TRAPDOOR IS REVEALED BENEATH WHAT
REMAINS OF THE PURPLE MASS.
That worked out very well, and we've got a new path to follow! First let's
DROP NEEDLE, since we won't be needing that anymore. Now we've got to open
that door up, so PULL TRAPDOOR.
THE TRAPDOOR CRUMBLES AT THE TOUCH OF YOUR HAND AND YOU LOOK DOWN INTO A GLOOMY
DARKNESS.
That sounds nice and inviting. Note that after you go down here there's no
turning back, so make sure you have all of your items. To review, you should
currently have the following in your inventory:
- a butterknife
- some surgical gloves
- a hand shovel
- a flask
- a candle-[lit]
After you're sure you have all of these items, go DOWN to enter a whole new
area!
YOU'RE IN AN UNDERGROUND RAILWAY SYSTEM. THE AIR IS MUSTY AND IT SEEMS NOTHING
HAS MOVED HERE FOR CENTURIES. PIECES OF JELLIED MASS DRIP ONTO YOUR SHOULDERS.
There's a Bunsen burner and two exits in this area. First, let's GET BURNER to
pick the Bunsen burner up, and then LIGHT BURNER to light it using the candle.
This will work as a replacement for the candle, so we can DROP CANDLE now. We
won't be using it ever again, so say goodbye and then go WEST.
YOU ARE IN A CAVERNOUS ROOM. OLD ROTTED TIMBERS HAVE LONG AGO GIVEN WAY TO
AGE. THE TRACKS LEAD EAST. YOU CAN HEAR NOICES (<--not my typo) FROM NEARBY
ROOMS.
Here you'll find some timbers, which will come in handy soon, so GET TIMBERS.
That's all we need for now, so go EAST to get back to the room you just came
from, and then EAST again.
THE RAILWAY TRACKS SPLIT HERE. THEY BRANCH OFF TO THE EAST AND THE SOUTH.
MICE SCURRY ACROSS THE FLOOR.
Now you've got even more choices for ways to go. There's also a track switch
here, but let's wait with pulling that until we have more inventory space.
Make especially sure not to pull it if you're still relying on your candle for
light, because it will cause the candle to go out. Let's go SOUTH to see if we
can free up some space in the inventory.
YOU ARE IN A ROOM THAT SMELLS STRONGLY OF VANILLA. THE TRACKS CURVE AROUND
TOWARD THE WEST.
I have no idea why it smells like vanilla in this room. There's nothing here,
so continue to the WEST.
YOU SEE THE RAILWAY TRACKS DISAPPEAR THROUGH THE WEST WALL. THERE IS A DIAL ON
THE NORTH WALL. THE SMELL OF VANILLA IS VERY FAINT HERE.
You'll see a dial and a cake of lard in this area. The dial is stuck good, so
you can't turn it right now. That cake of lard is apparently not something you
can get, so let's try to just get a little piece of it. To do this, CUT LARD
WITH KNIFE.
YOU CUT A SMALL SLICE OF LARD FROM THE CAKE. UNFORTUNATELY, YOU BROKE YOUR
BUTTERKNIFE.
That's fine, we're done with the knife anyway. Now there's a slice of lard on
the ground, so GET SLICE. The slice of lard would make a good lubricant for
the dial, but unfortunately it's too solid as it is. That's why we brought the
burner! We also need a container for the lard if we're going to melt it, so
let's PUT SLICE IN FLASK. Now you can MELT SLICE WITH BURNER to turn the lard
into a grease that can be used on the dial, and then GREASE DIAL.
AS YOU LUBRICATE THE DIAL, IT SLOWLY BEGINS TO SPIN CLOCKWISE WITHOUT YOUR AID.
. THE WEST WALL LIFTS INTO THE CEILING.
We're done with the flask, so DROP FLASK. Now let's check out the room we just
opened by going WEST.
----------
YOU ARE IN A STONE CHAMBER. INSECTS RETREAT FROM YOUR LIGHT. THE TRACKS LEAD
EAST AND WEST.
There's nothing here, so just continue to the WEST.
YOU ARE IN A LARGE CAVERN OF EARCH. THE RAILWAY TRACKS END HERE. TO THE EAST
YOU NOTICE AN ASCENDING STAIRWAY.
There's only one way to go, which is UP!
YOU ARE AT THE TOP OF A DARK STAIRWAY.
This is just another filler room, so continue WEST.
YOU ARE IN A LOW DIRT ROOM. FRESH PUDDLES OF BLOOD LIE THROUGHOUT THE ROOM
STAINING THE FLOOR. INSECTS HUNGRILY FEED ON THE BLOOD.
There's nothing to do here again, but now there are two choices for directions
to take. We can't do anything to the west yet, so let's go SOUTH.
YOU ARE AT THE NORTH END OF A LONG DIRT ROOM. AN EVIL-SMELLING MUD TRENCH LIES
IN THE CENTER OF THE ROOM. PUDDLES OF BLOOD LIE ON THE GROUND HERE.
It's a good thing we went and got those timbers, because we can use them to
MAKE BRIDGE.
YOU BUILD A CRUDE BRIDGE ACROSS THE TRENCH.
Now we can continue to the SOUTH.
YOU ARE AT THE SOUTHERN END OF THE DIRT ROOM. A HORRID STENCH ARISES FROM THE
TRENCH.
There's nothing here, so just continue to the EAST.
YOU ARE IN A DUSTY ANTECHAMBER. A FOUL ODOR COMES FROM THE WEST.
This is one of the most boring rooms ever, just continue EAST.
YOU ARE AT A 'DEAD END'. THERE'S A SMALL HOLE IN THE EAST WALL AND FRESH AIR
ENTERS FROM THE OPENING.
There are some nice earplugs here, as well as a dead (yet comely) mole. You
need the earplugs, so GET EARPLUGS. You don't need the mole for anything ever,
so you can just leave him there. He apparently burrowed his way in by way of
that hole in the wall, and then died somehow. I haven't found any use for him
or for the hole he made, so it's probably just to give you false hope of
freedom.
This is a dead end, so let's backtrack out. Go WEST, WEST, NORTH, NORTH, EAST,
DOWN, EAST, EAST, EAST, NORTH. This will take you back to the room with the
track switch.
===============================================================================
= 3f) Another Part: =
=====================
Now you can choose to either do the switch part which takes you west, or the
part to the east. I'm going to do the part to the east first, but if my way
isn't good enough you can do west first. Both parts start and end at the track
switch, so you shouldn't have any trouble if you're more of a west fan.
East Part:
----------
We're at the track switch now, so let's go EAST and see what's over there.
YOU ARE IN A ROOM ENTIRELY FILLED WITH SOIL. THE TRACKS DISAPPEAR UNDER THE
MIRE.
There's a torch here, which you don't actually need if you have the burner. You
can replace it in the same way you upgraded from the candle to the burner if
you'd like (GET TORCH, LIGHT TORCH, DROP BURNER), but this is completely
optional. The torch isn't why we came to this room.
You'll note that this room is filled on soil, which is traditionally diggable.
We didn't bring that shovel for nothing, so let's DIG.
YOU UNCOVER A SMALL STAIRWELL DOWN.
We're done with the shovel now, so you can DROP SHOVEL. Then go DOWN.
YOU ARE IN A SMALL CHAMBER OF NATIVE ROCK. THE AIR IS COLD AND DAMP.
There's nothing here, so just go EAST.
THIS ROOM IS AN ANTECHAMBER OF THE ROOM WEST. THERE IS DRIED BLOOD NEAR THE
ENTRANCE NORTH.
This room itself is boring, but don't continue on just yet. First WEAR PLUGS
to put on the earplugs. Trust me, you'll be glad you did. Now you can go
NORTH.
YOU ARE IN A SMALL GRANITE CHAMBER.
YOU HEAR A FAINT SCREECHING SOUND AROUND YOU.
If you weren't wearing your earplugs, that faint screeching sound would give
you death 11. In this room is a barrel of blackpowder and an inscription.
Make sure that you do *not* look inscription, because that will get you death
12. Interestingly, you can get the inscription but you can't drop it or do
anything with it, so you probably don't want to get it. We came here for the
barrel of blackpowder, so you do want to GET BARREL. That's the only thing we
need here, so let's leave.
Go SOUTH, WEST, UP to get back to the surface. We're done with the earplugs
now, so you can DROP PLUGS. Now let's go WEST to get back to the track switch.
West Part:
----------
Make sure you have the torch, not the candle, and then PULL SWITCH.
YOU HEAR A RUMBLING SOUND TO THE WEST. A GUST OF RANCID AIR RUSHES PAST YOU. .