DUKE BLUEBEARD'S CASTLE
Written by Neil Talbott (M42 Software) 1985
Walk Through by Dorothy Millard (Spectrum Version)
Scenario
The duke has gone out hunting wildfowl so you have a few hours to yourself. While you are working
on a tapestry of a unicorn trapped in a walled garden, you realise your chance to explore the castle
has at last arrived.
Keys
1. Mauve Key
In the nursery examine the doll's house then open the catch.
Unlocks the door to
the armoury.
2. Silver Key
Examine the dressing table then pull open the drawer.
Unlocks the door
to the lake shore.
3. Green Key
Cut the rose with the scissors.
Unlocks the door to the secret
garden.
4. White Key
Lift the rug in the mirror room.
Unlocks the west door in the crypt.
5. Blue Key
Search clothes in Bluebeard's closet.
Unlocks the door to the study.
6. Gold Key
Wear the mask and gloves in the beehive room, then pull
the tray.
Unlocks the door to the treasury.
7. Red Key.
Pull the fungoid in the damp cell.
Unlocks
the door to the torture chamber.
8. Black Key.
In the crypt.
Unlocks the south door in the crypt.
Notes
1. Alternative (not correct) ending: UNLOCK S (you enter a long chamber... you have eternal youth
and beauty but the world may not look upon them... he leads you to the end of the chamber, where you
kneel to drink at the pool, your tears mingle with the water and the four wives surround you,
leading you towards an endless future).
2. Randomly the duke will shoot the dove. If this occurs restore your position and try again.
Walk Through
(Start seated at a loom in the weaving room of Bluebeard's Castle), INVENTORY (wearing a satin
brocade dress), N, E (nursery), EXAMINE DOLLS HOUSE (there's a small catch on the side), OPEN
CATCH (you find a mauve key), GET MAUVE KEY, W, W (landing), NW (spacious bedroom), EXAMINE DRESSING
TABLE (has a drawer), PULL DRAWER (find a silver key), GET SILVER KEY, W, N, W (spartan bedroom),
GET BLANKET, EXAMINE JUG (find a pair of scissors), GET SCISSORS, E, S, E (back to spacious
bedroom), EXAMINE ROSEBUSH, CUT ROSE (using scissors - find a green key), GET GREEN KEY, CUT ROSE,
GET ROSE, DROP SCISSORS, S, NE, E, N, W (bedroom decorated in gold), GET TINDERBOX, EXAMINE
TINDERBOX, E, S, S, W (landing), NW, W, S, S (library), GET LAMP, EXAMINE LAMP (off), EXAMINE BOOKS
(one of the shelves looks loose), LIGHT LAMP (using tinderbox), DROP TINDERBOX, PULL SHELF (the
bookcase swings back to reveal a secret entrance... all four walls are covered in mirror glass and
there is a Persian rug on the floor), EXAMINE RUG, LIFT RUG (find a white key), GET WHITE KEY,
EXAMINE MIRROR, PUSH S (back to library).
N, N, N, N (junction), E, N (Bluebeard's bedroom), GET MUG, EXAMINE MUG, E (closet - must have
lit lamp), SEARCH CLOTHES (find the blue key), GET BLUE KEY, W, S, W, S, S, E, S (landing), UNLOCK
DOOR (using blue key... you enter Bluebeard's study), GET PEN, S (balcony - have a look
around), N, N (landing), DROP BLUE KEY, D, D (banqueting hall), S, W (beehive room), HELP (the hives
house honeycombs in trays), GET MASK (and gloves), WEAR MASK, PULL TRAY (must be wearing the mask
and gloves - reveal a gold key), DROP MASK, GET GOLD KEY, E, E (music room), PLAY SPINET (makes a
dull thudding sound), EXAMINE SPINET (there's a catch on the side), OPEN SPINET (see a
parchment scroll), DROP PEN, GET SCROLL, PLAY SPINET (that's better), EXAMINE SCROLL (a map of
the catacombs), DROP SCROLL, GET PEN, UNLOCK DOOR (using the mauve key - you enter the armoury),
UNLOCK DOOR (using the gold key - the Chamberlain appears and takes the gold key from you... you
enter the treasury), W (Chamberlain's office), EXAMINE CHAMBERLAIN (he stares back at you),
EXAMINE BOOK (all the pages are blank), WRITE MESSAGE (the Chamberlain stops you), HIT CHAMBERLAIN
(he throws you to the floor), KICK CHAMBERLAIN (he hobbles out the room clutching his shin), WRITE
MESSAGE (using the pen - you write a message pleading for help from your family and tear the page
out of the book), DROP PEN, DROP MAUVE KEY.
W, S, S (reception), GET FRUIT, N, W (kitchen - leave the knife), N (scullery), GET BUCKET, S, E, N,
N (courtyard), W (stables), U (loft), GET DOVE, D, E, X HORSE (saddled and bridled), GET HORSE, N
(highway), W (by river), FILL BUCKET (with water), DROP HORSE, GIVE HORSE (bucket of water), E,
EXAMINE DOVE (it has an empty message capsule attached to its leg), INSERT MESSAGE, RELEASE DOVE (it
flies to the north - note randomly the Duke will shoot the dove and if this happens restore your
position and try again), S, S, S, S, W (beehive room), UNLOCK DOOR (you enter the secret garden),
TURN SUNDIAL (a stone slab slides back revealing steps leading down... you enter the catacombs), E,
N, E (T-junction), E, S (Bluebeard's wine cellar), FILL MUG (with wine - note if you drink the
wine the game ends), N, W, N W (cell), PULL FUNGOID (discover a red key), GET RED KEY, UNLOCK DOOR
(using the red key - you enter the torture chamber), S, DROP RED KEY, E, E, N, W, W (end of
corridor), UNLOCK DOOR (using the silver key - to lake shore), SWIM LAKE, GET DRESS (you are back on
the shore - note if you wear dress the game ends), E, DROP SILVER KEY, E, E, S, W, S (T junction), W
(into catacombs), N, W, U (ledge overlooking the lake of tears), D, W, S, W, S, E (a large rat
observed you from his vantage point on a tomb - ignore it and you cannot enter the tomb), NW, W (a
flock of bats devour the fruit you are carrying... you are in a large room with a hole in the
centre), DROP BOWL.
D (tunnel), N, W, S, S, E (top of steps), D (bottom of steps where there is an iron gate), EXAMINE
GATE, LOOK THROUGH GATE (see a crypt), RATTLE GATE (Bluebeard gives you a choice of two doors, one
will reveal his past and the other his future), EXAMINE LOCK, GET BLACK KEY (note if you UNLOCK S
you enter a long chamber - see alternative ending note 1), UNLOCK W (you are back in the tunnel, N
(You emerge on the hillside), U (crest of hill), D, D (broad path), IN (vineyard), OUT (path), U, IN
(shed), GET SPADE, GET POLE, OUT, U, DIG (you find the decayed corpse of a child), GET CORPSE (you
wrap it in the blanket), DROP SPADE, OUT, D (landing stage where you see a skiff), BOARD SKIFF, PUSH
OFF (usign pole - you float down river), PUSH OFF (you continue down river and fall asleep... you
are woken by the boat nudging the river bank and hear the voices of the villagers of St. Juste...
they pull you out of the boat and you ask to be taken to your father... your family are shocked to
see you alive and well, but then weep with joy at your safe return... you show them the evidence of
Bluebeard's atrocities, the corpse of the young child, and this is enough to bring the Duke to
trial for mass murder... your father sends out messengers to broadcast Bluebeard's crimes and
sets out with his men to arrest the Duke).
You have done well Brave Adventurer for Judith is happy and no longer curious.
THE END
Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/
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