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WYCHWOOD

 

 

Professional, Originally Released On Cassette Only

 

Game Type          : Text Adventure (Adventure No. 3 In THE LARSOFT COLLECTION)

Author             : Geoff Larsen

Standalone Release(s)   : 1987: WYCHWOOD, Larsoft, £3.95

Compilation Release(s)   : 2002: THE LARSOFT COLLECTION, Larsoft, PD (Disc)

Stated compatibility    : Electron

Actual compatibility    : Electron, BBC B, B+ and Master 128

Supplier            : LARSOFT, 4 Chantry Road, Clifton, BRISTOL BS8 2QD

Disc compatibility     : ADFS 1D00, CDFS 1D00, DFS 1D00

 

 

Instructions

You have served your six months' sentence for burglary and now you hope to benefit from what you have learned.

 

Old Jones was a good mate to you. Mind you, Jonesy doesn't realise how much information was given away whilst asleep. Sleep talking is a fairly common occurence I suppose.

 

The sly old devil. Pulled off a bank robbery three years ago did old Jonesy. The money was never recovered, of course. Jonesy saw to that. One and a half grand stashed away where nobody would find it. Nobody except you, that is. Poor old Jones was arrested in the village of Lower Ashley SANS LOOT. The robbery had been from one of the banks in Greater Manchester, ten miles south.

 

Lying between the two, of course, is Wychwood. Good old Jonesy, Wychwood.

 

From what you have heard while the old codger was giving it zeds the money is stashed away in the vicinity of Wychwood Manor. It could still take some finding of course but you know how old Jonesy thinks, don't you? When you get to Wychwood your instinct should help you. Six months isn't long enough to dull your senses.

 

This car was easy enough to nick, huh? Don't care much for the colour but that is the least of your concerns.

 

Can't be much further now. Ah, there's the turning for Wychwood. I'll park the car here. This road is quite off the beaten track and anyway nobody should be snooping around at this time of the morning. Not even seven yet.

 

Right, here goes...

 

To Load Game:

Type *RUN <RETURN>

 

To Redescribe Current Location:

Type L

 

Movement:

Movement through the game is usually effected by N, S, E, W, U and D

 

Inventory:

An inventory of your current possessions can be found by typing I

 

Commands:

Commands are entered in the usual verb-noun or verb format

 

To Save Game Position:

Type SAVE. The current state of play can then be resumed by typing LOAD

 

Official Hintsheet

·   If you are in the dark it may be because you do not yet have the feel for the game.

·   The key to Wychwood Manor lies partly in the unlocked cabin and partly underground.

·   If you manage to enter the locked cabin you could emerge with credit.

·   When you hear a strange noise above you look up.

·   You will need to be a bright spark to get past the dog. The water supply to Wychwood Manor has been cut off. Find an alternative source.

·   There is a secret room concealed on the ground floor of the manor.

·   Listen to the vicar's advice. If the bull does not make your spirits flag you could discover an interesting angle.

·   Autumn leaves conceal something useful.

·   Do not spend valuable time messing with the supernatural. It is better left alone.

 

 

Instructions' Source   : WYCHWOOD (Larsoft) Inner Inlay

 

Review (Electron User) - "Sinister Adventure"

When this adventure landed on my desk for review I was absolutely knocked out by the package's sinister graphics. I carefully read the well-written informative notes and loaded the program with anticipation. After only 20 minutes of exploration and head scratching, I was hooked.

 

You play the role of an ex-convict who shared a cell with a character called Jonesey. He talked in his sleep and have you a good idea of where he hid the loot from a bank robbery.

 

Obviously your task is to recover the swag, stashed away near Wychwood Manor, for yourself. As you leave your car in a quiet country lane which leads east, "the sound of birds fills the crisp air of an early autumn morning". This introductory location gives an indication of the atmospherics of the whole adventure.

 

You are free to move through the first few locations without encountering any real obstacles, though the pond may at first baffle you.

 

I was particularly taken by the various doors which require different techniques to open them. I expect you'll open the cabin door easily but the front door is rather more difficult - the trick involves a loose key, a paper clip and a newspaper. Try and work that one out! I'll also leave you to discover the secret passage for yourself.

 

WYCHWOOD isn't a particularly large adventure, but each location will provide interest and material to solve the various puzzles. Try listening to the sermon in church - the reward is quite earthly.

 

The adventure is littered with objects which require careful examination, thought and manipulation. For instance, in the cabin I discovered a mannequin and clapperboard which had me foxed for hours.

 

Larsoft boasts that its games are free of bugs, non-violent, and can be solved by pure logic. If this is an indication of things to come I will have no hesitation in buying all of their future releases.

 

Presentation .................... 8

Atmosphere ...................... 8

Frustration Factor .............. 8

Value for money ................ 10

Overall ......................... 8

 

Pendragon, ELECTRON USER 4. 9

 


Solution (Acorn Electron Haven)

From the car go E, E and N. EXAMINE the POND and GET the PIPING you find in it. Go W, W, N, N and W to one of the two cabins that border the manor. OPEN the DOOR of this one and ENTER CABIN. EXAMINE the DRAWER and GET the paper CLIP you find there. Now LEAVE and go E, N and W. PUSH the SLAB to be able to journey underground.

 

Go D and OPEN the DOOR leading to the tunnel. GO TUNNEL and continue N and D. LIFT the TRAPDOOR, go D and FEEL around in the dark. PULL the CORD to turn the lights on. EXAMINE the BED, EXAMINE the TABLE and then EXAMINE the SHELF. GET NEWSPAPER and GET LIGHTER. Retrace your movements U, U and S. GO DOOR to get back into the tunnel. Now go U, E, N and N back to the front door of the manor.

 

EXAMINE the KEYHOLE and SLIDE the NEWSPAPER under the door. BEND the paper CLIP and USE the resulting thin WIRE to poke out the key. PULL the NEWSPAPER back. GET the BRASS key to avoid locking yourself out later!

 

OPEN the DOOR, GO through the DOOR and then CLIMB STAIRS. Go N and into the bathroom. GET the CHAIR in here and go S. LOOK UP and you will see a panel. DROP the CHAIR and STAND on CHAIR. Now OPEN the PANEL. GO PANEL. GET the BUCKET in the attic before going back D and W.

 

In the west bedroom, EXAMINE BED and GET the CREDITCARD. Return E, D, S, S, S, S and E to the second cabin (which is locked). USE the CREDITCARD to gain access and, once inside, DROP the CREDITCARD to free up space. ENTER the CABIN and, inside, EXAMINE the CRATE to discover a squib. GET the SQUIB and LEAVE.

 

Go W, S, S, E and E to where the pond's water is deepest. FILL the BUCKET here and return W, W, N, N, N, N, N back to the manor. OPEN the DOOR again, GO DOOR and go E. EXAMINE the CANDELABRUM. It is loose. PULL the CANDELABRUM to reveal a secret opening.

 

GO into the OPENING and inside, GET the Russian FLAG. Now LEAVE and go W and W. GET the ROD and line and go N and E. OPEN the back DOOR. Outside, you will be faced by a dog. LIGHT the SQUIB and THROW the SQUIB. A spark will ignite the shed so EMPTY the BUCKET of water over the flames quickly! Then GO SHED and find a step-ladder. GET the LADDER and LEAVE.

 

DROP the LADDER, CLIMB the WALL and JUMP DOWN. The gate in the field is not high so merely CLIMB GATE to get over it. Wander N, E, N, N and N through fields (past a scarecrow). EXAMINE the TRACTOR to find a flask of tea. GET FLASK and go E and S. GO into the CHURCH and LISTEN to the vicar's advice. Take heed!

 

LEAVE and go W, W and S to the stream south of the bridlepath. GIVE the FLASK to the fisherman and GET the HOOK he offers you in return. TIE the HOOK to the rod and line. Now go N and N to enter the bull's field. WAVE the FLAG, move S and THROW the FLAG. The bull will chase after it.

 

Return N to the bull's field, CLIMB the TREE, EXAMINE the HOLLOW and USE the ROD, line and hook to fish the metal box out from the hollow tree. The key will fall out - back into the tree. GET the BOX, climb D and CLEAR away the fallen LEAVES from the base. EXAMINE the second HOLLOW. GET the SMALL key inside it. Now you can OPEN the BOX and EXAMINE BOX to find a wad of notes. EXAMINE NOTES to complete the adventure!