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Wakemare Walkthru
Author: Richard Otter
Date: 1984
Quill on ZX Spectrum


From the Classic Adventures Solution Archive 
WAKEMARE
by Richard Otter
Spectrum 48

This is an interesting, tidy game with not to much retracing of steps needed, 
and logical puzzles. Your objective is to collect items to help you sleep. You 
also need to find the right place to sleep. 

Hints: 

At the beginning you are told:

1. Find something to sleep in (a camp bed, plus a pillow, sheets, and a 
blanket).
                                      
2. Find something to comfort you (a teddy bear).                        
                                      
3. Find something to wear (a cap and pyjamas, [worn], and slippers).     
                                      
4. Find something to help you sleep (a tonic). 

Some objects are needed more than once. 

There are two major areas to explore, and to which you need to return. You begin 
in one. The other is accessible my sliding down the banister. You can return via 
the front door with the help of a ladder. You don't need the rope until close to 
the end, so to avoid having to carry too many objects (you can carry a maximum 
of 10),leave it behind before exploring the other area.                  

Don't know where to sleep? A picture will tell you.

Avoid getting blood on yourself.

You need to carry the instructions in order to make the bed.

There is a time limit in this game (the clock keeps time), though it appears to 
be reasonably generous.

The dwarf kills you? You need a shield of some kind.

A few items can only be examined if you are carrying them.

Need a bridge to cross the room with no floor? Check out the kitchen.

Bricks can be moved in one room, but not the other.

Can't get the lion to get up? What do lion tamers use? CRACK what you make.

You need the axe, though not to kill opponents.

You will need to return to the coffin again in order to kill the vampire. With 
what? Of course you know. You don't need to find garlic, though.

Can't get the socks? Deal with the two men first.

Give the musician something not suitable for a little girl.

There are several puzzles which bear no relation to your quest, but they give 
you points.

Can't find a ladder? Ladders are also known as "runs" in hosiery.

There are several red herrings: the bread knife, Elvis Impersonator, trying to 
find something for the shabby man to read, the table, the jerry, the brick, the 
chair, paperback book. hardcover book.

Solution:

INVENTORY (you are wearing a bed cap and pyjamas), EXAMINE BED (high up), 
EXAMINE CANOPY (strong), GO UNDER BED (you see a jerry and a blue gnome), 
EXAMINE GNOME (he will sell you slippers for 10 pounds), UP, LOOK BEHIND BED 
(you get a torch), EXAMINE TORCH, UP, TAKE ROPE, EXAMINE ROPE, DOWN, EXAMINE 
PICTURE (a bed in a flower bed of daisies  if only man could stop time), 
EXAMINE WINDOW, LOOK THROUGH WINDOW (sunny), W, TAKE DUMMY, EXAMINE DUMMY, E, 
EXAMINE DOOR (you hear noises on the other side), S (the dwarf throws a knife at 
the dummy), INVENTORY, TAKE KNIFE, EXAMINE KNIFE, DROP DUMMY, W, TAKE PLUG, 
EXAMINE PLUG (13 amps, no fuse), E, S, S, EXAMINE CABLE (electrical), READ SIGN 
(warning, no floor), TAKE CABLE, EXAMINE DOOR (there is a hole in the floor  
you will need a bridge), EXAMINE WINDOW, LOOK THROUGH WINDOW (it's snowing).

Go N, N, E (a large room with a bricked up window), EXAMINE CRATE, OPEN CRATE, 
LIGHT TORCH, DOWN, TAKE CARD, EXAMINE CARD (liver donor  ignore the coffin for 
now), UP, UNLIGHT TORCH, W, DROP ROPE, S, W, EXAMINE BANISTER, EXAMINE STAIRS, 
CLIMB ON BANISTER, SLIDE DOWN (at the bottom of a staircase), E, TAKE BOTTLE, 
EXAMINE BOTTLE, W, S, E, EXAMINE VASE (broken), TAKE VASE, E, TAKE TUBE, EXAMINE 
TUBE, FIX VASE, SCORE = 15), DROP VASE, EXAMINE HOLE, HIT PLYWOOD, W, W, S, S 
(the two men grab you  you need the card), SPRAY BOTTLE (they vanish), 
REDESCRIBE, TAKE MASK, EXAMINE MASK, WEAR MASK, EXAMINE LEAFLET, EXAMINE 
PAMPHLET (how to make a bed), TAKE PAMPHLET DROP BOTTLE, N, W, EXAMINE SHELF, 
PUSH SHELF, INVENTORY (you have a plank).

OPEN FRIDGE, REDESCRIBE, TAKE CAN, TAKE POKER, EXAMINE POKER, NW, EXAMINE KETTLE 
(no plug), FIX KETTLE (you don't have all the equipment needed), DROP PLUG, DROP 
CARD, DROP CABLE, OPEN TRAPDOOR, LIGHT TORCH, DOWN (you see a shabby man who 
wants something to read), EXAMINE SHABBY (he looks shifty), THROW KNIFE 
(something falls out), REDESCRIBE, TAKE BADGE, EXAMINE BADGE (police), UP, 
UNLIGHT TORCH, SE, S, POKE FIRE, REDESCRIBE, DROP POKER, TAKE KEY, UP, UP, 
EXAMINE BRICKS (loose), PUSH BRICKS (you make a hole south), UP, TAKE AXE, 
EXAMINE AXE, DOWN, SOUTH, EXAMINE TIGHTS (you see a ladder), TAKE LADDER, 
EXAMINE LADDER (can't be used as a bridge), UP, TAKE STICK, DOWN, N, DOWN, DOWN, 
N, E, E, EXAMINE GIRL, EXAMINE CHANDILIER, GIVE CAN (something falls).

REDESCRIBE, TAKE GLOVES, WEAR GLOVES, POSITION LADDER, UP, TAKE BEAR, DOWN, TAKE 
LADDER, W, N, N, DROP LADDER, DROP KEY, E (you see a hole), DOWN, TAKE SOCKS, 
EXAMINE SOCKS, UP, W, REMOVE MASK, DROP MASK, N, EXAMINE VENDOR, GIVE BADGE (the 
vendor gives you his money), INVENTORY (you have a 10-pound note), S, S, S, S, 
E, TAKE CLOTH, EXAMINE CLOTH (it is a blanket), W, N, N, E, E, E, SW, PULL 
STAKE, DROP STICK, TAKE STAKE, EXAMINE STAKE (blunt), SHARPEN STAKE, EXAMINE 
STALE, DROP AXE, TAKE STICK, E, E, (Noel wants a swap), GIVE SOCKS, INVENTORY 
(you have a fuse), SW, DROP BEAR, DROP BLANKET, DROP PAMPHLET, NW, W, W, W, N, 
TAKE LADDER, TAKE KEY, S, W, NW, FIX KETTLE, SCORE = 85), EXAMINE KETTLE, SE, E, 
N, E, E, E, POSITION LADDER (a dwarf tries to chop it).

THROW KNIFE, CLIMB LADDER, IN, S, W, EXAMINE TILES, PUSH TILES, REDESCRIBE (you 
see a cabinet), OPEN CABINET, DROP KEY, REDESCRIBE, TAKE TONIC, E, E, LIGHT 
TORCH, DOWN, OPEN COFFIN, HIT VAMPIRE, REDESCRIBE, TAKE SHEETS, UP, W, N, DOWN, 
BUY SLIPPERS, UNLIGHT TORCH, UP, S, S, TAKE ROPE, S, MAKE WHIP, E, CRACK WHIP 
(the lion stands up), REDESCRIBE, TAKE PILLOW, W, DROP WHIP, S, S (the plank 
stops you from falling down), REDESCRIBE (you are hanging on to the plank), S 
(the gloves keep the dwarf from jumping on your fingers; you are in a room with 
three doors), TAKE BED, IN 1 (back at the broken vase), E, SE, OPEN BED, MAKE 
BED, GO TO BED, DRINK TONIC.

You are finished. Score: 135/135.

Terri Sheehan
2009-05-27

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Displayed on the Classic Adventures Solution Archive:
http://solutionarchive.com



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