Your dream vacation to a ghost town in Texas took a turn for the worse when your allergies acted up. Forced to take a nap to recover, you wake to hear your tour bus leaving without you. So now your goal is to survive one night in this ghost town until the next tour bus arrives in the morning.
This solution is by David Welbourn, and is based on Release 21 of the game.
> x piano.(Playing Clementine by itself; five rings and five animals?)
> x tables. x bar. x shelving. x paper.
> x flask. take it.(+10. "Clementine")
> x plaque.("Love Spreader of the Week")
> x chandelier. take lighter. x lighter.
> search piano. open lid.
Problem: There's a playing card in the piano, but the piano keeps startling you.
> n. e.
Main Street
> x star. x horses. s.
Stable
> x shovel. take it. x hooks.
> x straw. g. x sharp. x spurs. take spurs.(+10)
> n. w. w.
Cemetery
> x headstones. x Karp. x Monin. x Sol. x Alden.
> x Mann. x drich. x Sarge. x Robino.
> dig Monin.(using the shovel)
> x coffin. open it. x skeleton. take keys.(+10)
> x keys. close coffin. bury coffin.
> dig Alden.(using the shovel)
> x coffin.(The script blames the Gaucho for the town's demise.)
> open coffin.(Piano music plays Clementine.)
> x skeleton. x orb. take orb.(Vision of yaks, etc.)
> put flask in coffin.(Not in the hands or the skeleton itself.)
> close coffin. bury coffin.
> e. s.
Old Saloon
> open lid. take card.(+10)
> x card.(Ace of spades.)
> n. e. e.
Main Street - East
> x statue. x saddle. take it.
> x pole. x structure. x bed.
> s.
Barber Shop
> x bucket. take it. x canister. take it.
> x mirror. x chairs. x sinks.
> n. w. n.
Sheriff's Office / Jail
> x desk. open drawer.(You have a vision.)
> x pistol. take it.(+10)
> x rack. x hanger. x skull. x cot.
> x cell. open door.(locked)x letter.
> unlock cell.(The cell is open, but the keys are now stuck in the lock.)
> enter cell.
Jail Cell
The door slams and the keys fall out!
> x cot. search cot.
> take letter. read it. x envelope.
> x painting. move painting. x hole.
> enter hole.(You crawl to...)
Secluded Alley
> n. e.
Old Post Road - East
> x building. x flagpole. x flag. salute flag. x houses.
> e.
Post Office
> x mailbox. open it. x plates.
> put letter in mailbox.(+10)
> x counter. x dynamite. take dynamite.
> x boxes. take boxes. take hat. x it. wear it.(+1)
> x slots.(You find a letter and read it before it crumbles.)
> g.
> w. w. w.
Old Post Road - West
> put bucket in well.(This ties the bucket to it.)
> turn rod. drink water. turn rod. take bucket.
> e.
Old Post Road
> take wheel.
> e. s. e.
Stream Bed
> x rocks. x machine.
> put wheel on peg. put tray in long-tom.
> put rocks in long-tom. put water in long-tom.(+8; +10 geekgold)
You've found gold, but destroyed the machine in the process.
> w. w. s. s.
Corral
> x Molly.(collar. missing a shoe.)
> x chaps. take chaps. wear chaps.
> put horseshoe on mule.(No hammer needed!)
> put saddle on mule. wear spurs. ride mule.(+10)
> s.
Open Field
You need to be wearing the bandana to protect yourself from the pollen.
> x flowers. x vine.
> w. e.(A coyote blocks both ways.)
> x coyote. shoot coyote.(It runs away.)
> w.
Indian Camp
> x fences.(See vision of the Gaucho with Native Americans.)
> x teepee.(Odd markings.)
> x fire ring.(Stones look like dice?)
> dismount. enter teepee. x blanket. take it.
> ride mule. e. e.
Mining Camp
> dismount. x tents. x pit. x cart. x tracks.
> x mountain. e.
Abandoned Mining Shaft
> touch ground. take brass. w.
Mining Camp
> push cart.(It needs a lubricant.)
> put cream on cart. push cart.(It sails off and returns.)
> put dynamite in cart.
> light dynamite with lighter.(The wind keeps blowing the flame out.)
> light cigar with lighter.
> light dynamite with cigar.(You shove the cart. BOOM! It returns.)
> look in cart. take lantern.(+10)
> x lantern. light lantern with cigar.(It's a non-functional antique.)
> ride mule. w. n.
Corral
> dismount. n. n. n.
Sheriff's Offiice / Jail
> take keys. unlock cell. enter cell.
Jail Cell
> get on cot.
Are you ready to sleep? Yes/No? yes.(+1)
*** Thank you for playing GAUCHO! ***
Normally, the game ends here, but for finishing this game in 250 moves or less, you can now play a bonus area!
Would you like to play this bonus area?(Yes or No): yes
Telegraph Office
> x desk. x key.(KEY message)
> x chair. x window. x headphones.
> wear headphones. put cord in jack.(You hear a string of Morse code.)
Translate the code into English and key it back:
> key what hath god wrought.
The response is "GEEKMAIL WAVEMOTION THE WORD MORSE". I assume this is something you can (or could) do on rpggeek.com, but not here. I think we're done.
> quit.
Are you sure you want to quit?(Yes/No): yes
Extras
Characters
Molly the mule is in the corral. She needs some encouragement before she'll move.
A coyote is pacing back and forth in the open field.
The South American tour guide, mentioned in the prologue, described the town during the tour. You meet them again in the epilogue.
The tour bus driver and other tourists were also on the bus. (One of the tourists on the second bus is Evil Admin, see below.)
The villian of this story:
The Gaucho was a small man with shifty eyes and a sunny smile. He was a con man who swindles people out of their money, promising to rebuild their homes and towns, but instead gambles the money away on lotteries. For unclear reasons, he was also posing as a Brazilian traveler. A script on Alden's coffin blames the Gaucho for the town's demise.
The town's community leaders were:
General Jebbidiah Alden was a bearded man in an old military uniform.
Sheriff Mark Monin, aka Mad Dog Monin, was a rough-looking man in a stark white suit and a single star on his chest.
Pastor Nathaniel Karp was a serious looking man in a starched collar and black suit.
Other named former townspeople:
Evil Bob aka Young Bob aka Evil Admin
Evil Bob, in his 20s, had a scruffy dark beard and wore glasses, and was frequent resident of the jail cell.
Young Bob is the author of the cell's love letter, who promises to be become good if only the letter would be mailed.
Evil Admin is an old man with wispy white hair and a grizzled beard. He arrives with the second bus in the epilogue, and it's strongly implied that he stays in the town.
Sanford "Sneaky" Sol is buried in the cemetery and mentioned in the saloon.
Drew the Dane owned the general store.
Agent was the blacksmith; mentioned on the shovel's description.
Mentioned on the second row of headstones: Hida Mann, "-drich", Sarge, and High Ridin' Robino.
Mentioned on post office name-plates: ohue, Vakla, and gharc.
Mentioned on the unpaid bar tabs paper: Aleksander Razor-umny, McDrunk, Iron Man Aldrich, Gothic Brum, Sir Jey-hims, Objective and Thorough Peter, and Darrin of the Williams.
Also:
Some Native Americans, who live in a camp outside the town, are also visited by the Gaucho.
Inventory
a wagon wheel. It's at Old Post Road. Put the wheel on the peg of the long-tom at Stream Bed.
a bandana. It's the single square of cloth in the General Store. Wear it to protect yourself from your allergies; for example, in the Open Field.
a cigar. It's in a wooden box under the General Store's counter. Light the cigar with the lighter, then light the dynamite with the lit cigar.
a tray. It's in the General Store's cash register. Put it in the Long-Tom at Stream Bed.
a horseshoe. It's in the sign at Main Street West. Put it on the mule.
a flask. It's in the shelving behind the bar in the Old Saloon. It's "Clementine". Put the flask in Alden's coffin and rebury the coffin. This will stop the saloon's piano from playing.
a lighter. It's suspended in the Old Saloon's chandelier. Light the cigar with the lighter, then light the dynamite with the lit cigar. You can't light the dynamite directly because the wind keeps blowing the lighter's flame out when you try.
a derringer. It's in the Sheriff's Office desk drawer. Take it for 10 points.
a shovel. It's in the Stable. With it, dig Monin and dig Alden in the Cemetery. Bury the coffins when you're done with them.
a pair of spurs. Search the straw in the Stable twice to find a something sharp: the spurs. Wear the spurs. You'll need the spurs when riding the mule.
a pair of chaps. They're in the Corral. Wear the chaps. You'll need the chaps when riding the mule.
a saddle. It's on the statue at Main Street East. Put the saddle on the mule.
a bucket. It's in the Barber Shop. Put the bucket in the well to temporarily tie it. Turn the rod and take the bucket of water to the stream bed. Put the water in the long-tom after putting the wheel on the peg, and the tray and the rocks in long-tom.
a small canister of shaving cream. It's under the bucket in the Barber Shop. At the mining camp, put cream on the cart to lubricate it.
some dynamite. It's behind the counter in the Post Office. Put it in the mining camp's cart. After lubricating the cart with shaving cream, light the dynamite with a lit cigar, then push the cart.
a cowboy hat. It's in the crushed boxes behind the counter in the Post Office. Wear the hat for the Last Lousy Point.
a set of keys. It's in Monin's coffin; with the shovel, dig Monin in the Cemetery. Unlock the jail cell door with the keys. The keys will be stuck in the door until you enter the cell, at which point the door will slam shut and the keys will fall out of reach, locking you inside.
a playing card. It's in the piano in the Old Saloon; open the lid the see it. However, to get the piano to stop playing, you must first put the flask into Alden's coffin; use the shovel to dig his grave in the Cemetery. Take the card for 10 points.
letter. It's under the pillow on the cot in the Jail Cell. Read it. Put the letter in the post office's mailbox.
a blanket. It's in the Indian Camp's teepee. You'll want it when you want to sleep on the jail cell's cot.
a miner's lantern. It's in the mining camp's cart after you successfully explode the dynamite in it in the mining shaft. Take the lantern for 10 points. Note that the lantern isn't functional.
some headphones. They're in the telegraph office bonus room. Take them, wear them, and put their cord in the jack of the telegraph machine.
Honorable mention:
some rocks. They're at the stream bed. Although you can't take them, you can and should put them in the long-tom.
Score
You have completed percentage% of this adventure in several moves.
At this point you have earned the following microbadges:
Molly the Mule (10 points for successfully riding the mule the first time)
Derringer (10 points for taking the derringer)
Horseshoe (10 points for taking the horseshoe)
Playing Card (10 points for taking the card)
Jail Keys (10 points for taking the keys)
Spurs (10 points for taking the spurs)
Flask (10 points for taking the flask)
Love Letter (10 points for putting the letter in the mailbox)
Miner's Lantern (10 points for obtaining the lantern)
The most awesome animated Gaucho Badge! (1 point for sleeping on the cot)
Plus 10 geekgold... (8 points for successfully using the Long-Tom)
Also there's a Last Lousy Point for wearing the cowboy hat.
Your special GEEK CODE at this time would be: geek-code Paste this code exactly as you see it here to claim your prizes on www.rpggeek.com. You may only claim prizes once - so be sure you're ready to go through the claim process.