Entry is really called "Entrance of the Hedgemaze"; H1 through H14 are all "Hedgemaze" locations.
The UNDO command is forbidden. You can't die in this game, but you can lose points or reduce your carrying capacity if you do the wrong thing.
Some unusual commands in this game include: USE something, SCRATCH message, PANIC, and SCREAM.
This walkthrough isn't going to bother visiting every room in the game, but I'll try to at least stop in any room that has at least one scenery object. There just aren't that many objects in this game.
There's a ghostly apparition that wanders the ground and first floors of the manor. If you see her, pause whatever task you were doing and just follow her around until the game awards you some points. Then go back to whatever you were doing before.
A Lonely Road
> help. i.(Carrying nothing.)
> e. s. w.
> x key. take key.(+5)
> e. e. e. s. s.
Next To Mortlake Manor
> x doorbell. push it. again.
> unlock door with key.(Wrong key.)
> w. w.
> x statue. x figleaves. take figleaves.(Can't.)
> e. s. w. s. e. s. s. w.
Under a Large Oak Tree
> x branch.("RED HERRING")
> e. s. e. n. e.
A Garden Pagoda
A Disused Storage Area
Ignore the hammer. Just take the saw.
> take saw.
> u. w. s. w. n. n. n.
Back Door (outside)
> unlock door with key. drop key.
> n. n. n. n.
This is a good central location where you can drop things to pick up later.
> drop saw.
Intersection of a North-South Corridor and an East West Passage
> x armour.(Right gauntlet has long claws.)
> hit armour.("Ouch"; it collapses.)
> look. take gauntlet. x it.
> w. s. s.
South End of the Dining Room
> x chandelier. x cutters. take cutters.(Too high up.)
North End of the Kitchen
CAUTION: Don't eat the cabbage. Leave it alone.
> x oven. open oven.(can't)
> x cabbage.
South End of the Kitchen
Leave the knife where it is.
> x knife.
> w. n.
North-South Corridor Two
Note the initial letters E-E-S-S-S-W. That's a list of directions.
> x picture.("Every eskimo should stay somewhere warm")
> n. w. s.
A Walk-in Robe (south of Butler's Quarters)
> x coathanger. take coathanger.(+5)
> n. e. e. n. e. e. s.
Drop the gauntlet and coathanger and let's go up a floor.
> drop all.
> u. u. n. e. e. s. e.
Now we know what and where the treasure is. It's a diamond on a fountain in the hedgemaze, east of the manor.
> x diamond.
> w. n. w. w. s. s. s. e. n. e. s.
A Walk-In Robe (south of A Garishly Pink-Frilly Bedroom)
> x book. take book.
> n. w. s. w. w. n.
A North-South Hallway (outside black bedroom)
Note the small cracks in the floor.
> jump.(A crash below!)
> w. s.
An Artist's Studio
CAUTION: DO NOT take the tube of superglue! You'll never be able to drop it!
> x paintings. x rock. x tube.
Let's go return our book to the library downstairs:
> n. e. n. n. e. s. d. d. n. e. s.
South End of the Library
> x space.
> put book in space.(The bookcase and you revolve to...)
The Smoking Room
> x torch.(It's a really-good, always-on flashlight.)
> take torch.(+10)
> take book. put book in space.
South End of the Library
> n. w. w. s. s.
South End of the Dining Room
The chandelier is smashed and the cutters are on the floor.
> take cutters.(+5)
> e. n.
> take coathanger. cut coathanger.(+5; with the cutters.)
If you're carrying the gauntlet, you can scratch messages to make the attic locations distinctive, but you don't have to. Unfortunately, you can't change any message you've scratched, and there's no UNDO, so try to do it right the first time if you're doing it at all.
> scratch kilroy was here.(Already a message here.)
> n. e. e. e. s. e. s.
> w. s. w. w. n. e. u.
The Roof of Mortlake Manor
> x flagpole. cut flagpole.(with saw)
> drop saw. take pipe.(+10)
> d. w. s. e. e. n. e.
> n. w. n. w. w. w. s. d.
Abandoned Storage Room
> n. e. e. s. d. d.
Now tackle the basement:
> drop all. take torch, pipe, wire.
> d. e.
The Boiler Room
> push switch.(Water spills out, so you shut it off again.)
> x gap.(A foot long!)
Unfortunately, I think you must use "use" here to solve this puzzle. The game gets confused if you try to "put" the pipe in the gap.
> use pipe. use wire.
> push switch.(You can hear the water flowing.)
> w. n. w.
A Wine Cellar
Leave the screw alone. But note that if you wandered here in the dark, you'd step on this screw and lose points.
> x screw.
> e. s. u.
If you want full points, this is your last chance to go find the ghostly apparition and follow her until the game awards you some points. She could be wandering anywhere on the ground and first floors. I'll wait here.
Ready? Let's go get that diamond.
> drop all. take gauntlet.
> s. s. s. s. e. n. e.
Entrance of the Hedgemaze
You've already seen two clues for the route: E-E-S-S-S-W. And you can use the gauntlet to scratch messages here too, if you really need to map this thing. But I imagine you just want to get this over with by now.
> e. e. s. s. s. w.
If you hadn't fixed the plumbing earlier, you wouldn't be able to reach the diamond now.
> x fountain. x diamond.
> take diamond.(+50)
Congratulations, you've found the manor's treasure.
*** The End ***
A ghostly apparition is randomly wandering about the manor. If you want full points, you should try to follow her. She can be on either the ground or first floor, and I'm sorry, but I have no advice on how to find her deliberately.
A mouse can be seen scuttling behind the crates in the attic.
The statue's default responses suggest that it might be alive in some sense, but this just could be bad coding.
You hear a scream and footsteps when you ring the doorbell the first time. You also hear footsteps behind you frequently in the manor. There's never any explanation as to who you're hearing.
The suit of armour says "Ouch!" when you break it. So, um, who said that?
Note: You have a carrying capacity of only three items, so don't burden yourself with stuff you don't need.
a gold key. It's at the Dead End at the west end of the east-west road. It unlocks the back door of the manor.
a twisty branch. It's at Under a large Oak Tree, but if you examine it, it says it's a red herring. Ignore it.
a hefty hammer. It's in the Disused Storage Room. You don't need it.
a surprisingly sharp saw. It's in the Disused Storage Room. Cut the flagpole on the roof with it and take the pipe.
an out-of-shape coathanger. It's in the Walk-In Robe south of the Butler's Quarters. Cut it with the cutters to get a length of wire.
a rusty knife. It's in the South End of the Kitchen. You don't need it.
a pair of black wire cutters. They're out of reach on the chandelier in the South End of the Dining Room. Go upstairs to the North-South Hallway where you can see small cracks in the floor and jump. These will make the chandelier and the cutters fall to the floor. Cut the coathanger with the cutters to make a length of wire.
an open tube of superglue. It's in the Artist's Studio. Ignore it. DON'T TAKE IT. If you pick it up, you can't ever drop it! This effectively reduces your carrying capacity to only two items. You can still win the game, but everything's going to be just a little bit more awkward.
a large book with "Great Expectations" on the cover. It's in the Walk-In Robe south of the Garishly Pink-Frilly Bedroom. In the South End of the Library, put the book in the space to travel to the Smoking Room. Leave that room the same way.
a working torch. It's in the Smoking Room and it's a reliable flashlight that's always on. Carry it into the basement level so you can see what's there.
a steel gauntlet with vicious metallic claws. It's part of the suit of armour in the Intersection of a North-South Corridor and an East West Passage. Hit the armour to break it and free the gauntlet. While you have the gauntlet, you have the ability to scratch an arbitrary word or phrase in any location, as long as you haven't already scratched a message there. This is very useful for making the attic and hedgemaze locations unique. Unfortunately, you can't erase any message you've scratched, so be careful. Also, you can't wear the gauntlet.
a nifty length of pipe. Create it by cutting the flagpole on the roof with the saw. In the Boiler Room, use pipe to place the pipe into the gap.
a bent cork screw. It's in the Wine Cellar. Ignore it. It's there so you can hurt yourself by accidentally stepping on it in the dark.
a rotting cabbage. It's in the North End of the Kitchen. Ignore it. If you eat it, you'll vomit and lose points.
a long piece of wire. Create it by cutting the coathanger with the cutters. In the Basement, after you've used the pipe, use wire to hold the pipe in its place. Now you can successfully push the fountain switch.
a diamond. It's out of reach on top of the fountain at Fountain in the middle of the Hedgemaze. To dislodge the diamond, you must turn on the fountain. To do that, go to the Boiler Room and use pipe then use wire then push switch. Taking the diamond ends the game.
You have so far scored your-score out of a possible 100, in several turns.
5 points for taking the gold key.
5 points for entering a disused storage area.
5 points for following the apparition four times.
5 points for taking the out-of-shape coathanger.
5 points for taking the wire cutters.
5 points for cutting the coathanger with the wire cutters.
10 points for taking the nifty length of pipe.
10 points for taking the torch.
50 points for taking the diamond.
−5 points for smashing the french windows.
−5 points for stepping on a screw in the darkness.