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Inspector FlukeIt (Inspector_Flukeit_hints.txt)

INSPECTOR FLUKEIT

Hints (Spectrum) by Alf Baldwin.

BLUNDERS: Your side-kick, very accident prone and useful if you want 
anything broken, e.g. vase in dining room and trunk in Guest Bedroom.
POLICEMAN: Found in Scunsdale Road, patrols north and south. He will give 
you his whistle if you ask him for it.
PORKINS: The butler in Radley mansion. Not a nice character, reads dirty 
magazines. Carries the ransom note which was addressed to him.
THE MAID: In Radley Mansion. Carries a feather duster, useful for 
tickling people.
THE GHOST: Wanders around the Mansion, does not seem to be of any use so 
far.
THE COOK: In the kitchen, does not seem to be much help, and gets mad if 
you leave the fridge open (end of game).
THE GARDENER: Carries the shears. Refuses to give them to you, but will 
drop them if tickled.

LOCATIONS:

YOUR STUDY: EXAM DESK, OPEN DRAWER, GET MAP, EXAM MAP (Blunders arrives 
and tells you, you have been asked to investigate the kidnapping of 
Professor Mundle), OPEN DOOR AND GO E. Later: When you return from Radley 
Mansion, you see a letter (does not appear until many moves later). The 
letter says "I have knowledge which you might find useful. Meet me in the 
Cregley Arms in Cregley". It is unsigned. 
SCUNSDALE ROAD: Ask policeman to give you his whistle.
BLUNDERS CAR: ENTER CAR, GIVE MAP TO BLUNDERS, BLUNDERS DRIVE TO RADLEY 
MANSION, WAIT (Until you reach destination) then LEAVE CAR. 
DRIVE OF RADLEY MANSION: To enter the mansion you can either RING BELL at 
front door, or go SE, SW, to back door and OPEN DOOR.
THE GARDEN: Random exits, but you must go there to find the torch. 
THE KITCHEN: OPEN FRIDGE, (Meat falls out, the meat is bad), CLOSE 
FRIDGE. 
THE DUMB WAITER: ENTER DUMB, it contains cold turkey which is delicious. 
PUSH BUTTON once to move waiter to Dining Room and return. PUSH BUTTON 
twice to reach dusty space in attic. LEAVE DUMB and go W, to find the 
magnifying glass. You need torch here, SHINE TORCH to see, DROP TORCH to 
switch it off.
THE CELLAR: Torch needed to see. READ GRAFFITI ("If coded words make you 
irate, you'll find it pays to alternate").
THE DINING ROOM: EXAM TABLE to see the vase. Get Blunders to drop vase, 
it smashes and you see a small key.
THE SITTING ROOM: Ring bell to summon Porkins. Ask him for ransom note, 
read and examine it.
THE STUDY: EXAM BOOKCASE to see small diary. READ DIARY ("Met vicar at 
the usual place" also : "He is near the key to the lab").
THE LANDING: EXAM ARMOUR and you see a lever. PUSH LEVER and you hear a 
creaking noise. (I have not found out what this has done yet), GUEST 
BEDROOM: Get Blunders to break trunk which is locked. OPEN TRUNK and you 
see a wand and the money. Do not touch the money, Porkins yells "thief" 
and you are arrested (end of game).
PROF MUNDLE'S BEDROOM: Get and wear tie (presumably the reason for this 
will be revealed later). EXAM TAPESTRY, you see a picture of a church. 
The magnifying glass has enabled you to make out the tiny letters in the 
comer of the ransom note and the tapestry. Slotting them into each other 
(as per the graffiti) you get the message "STRIKE THE SKULL TO OPEN THE 
SLAB".

This is about all I can tell you about the game so far. I have returned 
to Scunsdale and read the letter, and got Blunders to drive me to 
Cregley.  However, there is a vicious dog at the entrance to the Cregley 
Arms which prevents me from entering. I am still looking for a way to get 
past it, it does not like turkey, and kills me if I offer it the bad 
meat.

One final tip - You can only carry three objects, and Blunders only two, 
so it might be a good idea to leave everything you might need in the car. 
INSPECTOR FLUKEIT

Hints (Spectrum) by Alf Baldwin.

BLUNDERS: Your side-kick, very accident prone and useful if you want 
anything broken, e.g. vase in dining room and trunk in Guest Bedroom.
POLICEMAN: Found in Scunsdale Road, patrols north and south. He will give 
you his whistle if you ask him for it.
PORKINS: The butler in Radley mansion. Not a nice character, reads dirty 
magazines. Carries the ransom note which was addressed to him.
THE MAID: In Radley Mansion. Carries a feather duster, useful for 
tickling people.
THE GHOST: Wanders around the Mansion, does not seem to be of any use so 
far.
THE COOK: In the kitchen, does not seem to be much help, and gets mad if 
you leave the fridge open (end of game).
THE GARDENER: Carries the shears. Refuses to give them to you, but will 
drop them if tickled.

LOCATIONS:

YOUR STUDY: EXAM DESK, OPEN DRAWER, GET MAP, EXAM MAP (Blunders arrives 
and tells you, you have been asked to investigate the kidnapping of 
Professor Mundle), OPEN DOOR AND GO E. Later: When you return from Radley 
Mansion, you see a letter (does not appear until many moves later). The 
letter says "I have knowledge which you might find useful. Meet me in the 
Cregley Arms in Cregley". It is unsigned. 
SCUNSDALE ROAD: Ask policeman to give you his whistle.
BLUNDERS CAR: ENTER CAR, GIVE MAP TO BLUNDERS, BLUNDERS DRIVE TO RADLEY 
MANSION, WAIT (Until you reach destination) then LEAVE CAR. 
DRIVE OF RADLEY MANSION: To enter the mansion you can either RING BELL at 
front door, or go SE, SW, to back door and OPEN DOOR.
THE GARDEN: Random exits, but you must go there to find the torch. 
THE KITCHEN: OPEN FRIDGE, (Meat falls out, the meat is bad), CLOSE 
FRIDGE. 
THE DUMB WAITER: ENTER DUMB, it contains cold turkey which is delicious. 
PUSH BUTTON once to move waiter to Dining Room and return. PUSH BUTTON 
twice to reach dusty space in attic. LEAVE DUMB and go W, to find the 
magnifying glass. You need torch here, SHINE TORCH to see, DROP TORCH to 
switch it off.
THE CELLAR: Torch needed to see. READ GRAFFITI ("If coded words make you 
irate, you'll find it pays to alternate").
THE DINING ROOM: EXAM TABLE to see the vase. Get Blunders to drop vase, 
it smashes and you see a small key.
THE SITTING ROOM: Ring bell to summon Porkins. Ask him for ransom note, 
read and examine it.
THE STUDY: EXAM BOOKCASE to see small diary. READ DIARY ("Met vicar at 
the usual place" also : "He is near the key to the lab").
THE LANDING: EXAM ARMOUR and you see a lever. PUSH LEVER and you hear a 
creaking noise. (I have not found out what this has done yet), GUEST 
BEDROOM: Get Blunders to break trunk which is locked. OPEN TRUNK and you 
see a wand and the money. Do not touch the money, Porkins yells "thief" 
and you are arrested (end of game).
PROF MUNDLE'S BEDROOM: Get and wear tie (presumably the reason for this 
will be revealed later). EXAM TAPESTRY, you see a picture of a church. 
The magnifying glass has enabled you to make out the tiny letters in the 
comer of the ransom note and the tapestry. Slotting them into each other 
(as per the graffiti) you get the message "STRIKE THE SKULL TO OPEN THE 
SLAB".

This is about all I can tell you about the game so far. I have returned 
to Scunsdale and read the letter, and got Blunders to drive me to 
Cregley.  However, there is a vicious dog at the entrance to the Cregley 
Arms which prevents me from entering. I am still looking for a way to get 
past it, it does not like turkey, and kills me if I offer it the bad 
meat.

One final tip - You can only carry three objects, and Blunders only two, 
so it might be a good idea to leave everything you might need in the car.

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