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Damsels in Distress II (Damsels_in_Distress.txt)

DAMSELS IN DISTRESS
Real Frank Productions
Walk Through by Dorothy Millard (C64 Version)


Notes
1. There are no actual objects and therefore you cannot take an inventory and, for example,
inserting the coin will work whether you have it or not.
2. Throughout the game you should continuously TALK to MELISSA for interesting messages.

Walk Through
(Start in the middle of a forest), TALK MELISSA, N (in front of a small cottage), TALK MELISSA, PET
CAT (it purrs and rubs against you hand - you notice it is wearing a name tag "Rosebud), KNOCK
DOOR (no-one is home so you decide to explore... you are in the living room), TYPE ROSEBUD (on the
computer - translated from keyboard symbols the coded message reads "Eat Blue Rose"), TALK
MELISSA, N (bedroom), TALK MELISSA, EXAMINE DRESSER (find a picture), SEE PICTURE, S, W (kitchen),
OPEN DRAWER (you open a different one and discover a shining gold coin), E, S (outside house), EAT
BLUE (rose - as you throw the rose on the ground you notice a small slip of paper with the number
211 on it).

W (deep in forest), TALK MELISSA, W, TALK MELISSA, W (you are face to face with Mags Tarnie), TALK
MELISSA, RUN (you are by a waterfall), TALK MELISSA, SWIM (you notice a dark opening underwater),
TALK MELISSA, N (you dive underwater, swim through an opening and come up in a large cave), TALK
MELISSA, DIVE (you discover a shining pearl), PULL LEVER (a metal door slams down and you are
trapped), OPEN BOX (you discover a purple and green box sitting on a rock which is old, falling
apart and locked), FEEL BOX (you notice the side is cracked and you punch a hole in the side... you
pull out a shining blue gem), EXAMINE SLOT (it is about the size of a coin), INSERT GOLD (coin - a
panel comes down and asks for  number), 211 (the door opens and you swim back out), TALK MELISSA.

N (you are wandering through the forest), TALK MELISSA, N (see the lighthouse and the ocean... Mags
Tarnie is here and he says that you cannot run this time), TALK MELISSA, GIVE GEM (Mags grabs it and
starts to examine it), TALK MELISSA, HIT MAGS (you knock him unconscious), TALK MELISSA (she wants
to thank you), MAKE LOVE, N (lighthouse where you meet Melissa's parents... you climb into the
boat and sail into the night).

THE END


Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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