THE WISE AND FOOL OF ARNOLD BLACKWOOD CHEAT SHEET This adventure combines ultra simplicity with the complex, in a tale of strange events in ROCHDALE. Once again, ARNOLD is set his task by LORD EREBUS, but he must meet LORD E first of all in a WIMPY BAR to get his orders. ARNOLD cannot find the WIMPY and time is short .... enter the PLAYER. The Command structure is similar to that used in "Somewhere Else" and all inputs need only contain the first three letters of each word. The simplicity is contained in such commands as HOLd BREath - WALk SIDeways and, when ARNOLD's jeans are too tight for him to climb the gate - DROp JEAns (ARNOLD won't get far without WEAr JEAns however) Commands requiring more thought may well be EXHume GRAve - USE STIlts - FLY MICroflite - USE FLAmethrower - DROp DAFfodils - PICk LOCk and OPEn BOX only to find a smaller box inside! Repeat until something worthwhile is found. EXAmining SANdbox only once may be foolhardy and MEXICAN PETE can have his KEYS stolen whilst he gloats over $500. The journey takes ARNOLD through a GRAVEYARD. He has to dig up his own grave, venture through a trapdoor LEVered OPEn with a CROWBAR found in the COFFIN, to a maze of tunnels leading to ROCHDALE underground station. At this point the astute adventurer will find that he is incapable of carrying every item that he finds. He will have to make several confusing journeys on the ROCHDALE CIRCLE LINE before finding the WIMPY BAR with all the goods in his INVENTORY. LORD E appears when the PEPSI COLA is drunk, and he plays an odd ditty variously on his banjo and mouth organ. The task the becomes cryptically apparent. DOWN the HOLE to the SEWER where the choice is to either LAUnch DUStbin or LAUnch COFfin. The launching leads to the countryside around ROCHDALE, the descriptions of which sometimes refer to real places and sometimes relate to that music (a snatch of which is played if you LISTEN). A visit to the FIRE STATION yiels good results and an encounter with ROMMEL promises well. The ZITZ caverns will provide a FLAT PACK MICROLITE AIRCRAFT and a pair of KINGCUTTERS, provided that ARNOLD has the FLAMETHROWER to clear the entrance, an UMBRELLA to keep the WATERFALL off his HAT and a ROPE to use to climb into the CAVES. The FLAMETHROWER can be found at the FIRING RANGES as can the BAZOOKA needed to bribe ROMMEL. All ARNOLD will need to do there is LOWer HEAd and WALk SIDeways (and he will need MEXICAN PETE's CLOAK to deter the BULL). That is assuming that ARNOLD can cross the BROOK using the STILTS which will be needed along with the KEYS and the TORCH before entering the ROCHDALE FUSELIERS CASTLE. There is much dropping and picking up due to a carefully designed inventory limit before and during the final assault on the CASTLE. ARNOLD cannot CUT FENce (it is electrified!) until he has the PLIERS and RUBBER GLOVES nor can he FLY MICrolite across the CHASM whilst his JEANS are left at the GATE. FIRing STEngun will dispose of the MINES and the STILTS will help traverse the MOAT. The KEYS OPEn DOOr provided that it can be seen. NAOMI MIRKETT will only send ARNOLD packing if he has failed to provide LORD E with a FIRE ENGINE through the good offices of the CHIEF FIRE OFFICER and ANGELIQUE. Not so bad then .... LORD EREBUS sitting on the FIRE ENGINE with ANGELIQUE will serenade on his banjo .... has ARNOLD succeeded or not? There are no sudden deaths in this adventure, just barred avenues. It is complex yet it can be done and is undoubtedly fine for all the family to attempt in harmony - though that state may not remain for very long! Read the Hints at the start of the game. [C] NEMESIS 1986 in", â,C,   –