You have green hair! Your name is Britney!! Legend says there is a valuable, powerful Amulet in the house, which may be retrieved by anyone who is daring! Do you dare?
This solution is by David Welbourn, and is based on Release 1 of the game.
CAUTION: Don't take the ring or slime at this time.
> x slime. x ring. x bones.(+1: found a lamp.)
> x lamp. turn on lamp. se. s.
On the Drive (by hole)
> x hole. look in hole.
> n. ne. n. n.
In the House (1st floor)
Peek around the house without doing much at first.
> x paint. x fixture. x floorboards.
> n.
In the House (kitchen)
CAUTION: The skeleton will kill you if you spend three turns in a row in the kitchen. It'll also block you from taking the phial.
> x skeleton. s. u.
In the House (attic)
> x ghost. ask ghost about anything.
> ask ghost about ring. ask ghost about bible.
> ask ghost about slime. ask ghost about house.
> ask ghost about ghost. ask ghost about skeleton.
> d. d.
In the House (basement)
> x spider. x bible. x bottle.
> take bottle.(The spider mocks you.)
> ask spider about spider. ask spider about bible.
> ask spider about ghost. ask spider about slime.
> ask spider about house. ask spider about skeleton.
> u. u.
In the House (attic)
> ask ghost about spider. ask ghost about pepsi.
> d. d.
In the House (basement)
> ask spider about pepsi.
> u. s. s. e. se.
Forest (4 ways)
The forest is a maze and has two items we want: a can of Pepsi and a sword.
> sw. n.
Idyllic Glade
> x pepsi. take can.(+1)
> pour pepsi into bottle.(There is no empty can.)
> x pepsi.
> w. se. ne. se.
Forest (sword)
> x sword. take sword.(+1)
> out.
On the Drive (opening)
Once you have the sword, it is now very likely that a harpy will snatch you up and take you to her lair. Wait for her.
> z.(Repeat waiting or wandering in the drive until a harpy takes you.)
Harpy's Lair (start)
The harpy's lair is another maze. It has one item you want: an egg. Unfortunately, a hatchling will show up in two turns to chase you. Fortunately, your sword can keep it away from you.
> x straw n. nw.
Harpy's Lair (egg)
If the hatchling is stopping you from taking the egg, try quickly going east and back west to try to lose him.
> x egg. take egg.(+1)
> se. e. sw. e.
Harpy's Lair (column)
If the hatchling is stopping you from hitting the column, try quickly going west and back east to try to lose him.
> hit column.(You fall into...)
Underground River
> z. z. z. take vine.
On the Drive (by hole)
> n. ne. n. n. n.
In the House (kitchen)
> throw egg at skeleton. x skeleton.
> x stove. x phial. take phial.(+1)
> s. s. s. sw. nw.
Pit
> throw phial at slime —or— pour phial on slime.
> x slime. take ring.(+1)
> se. ne. n. n. d.
In the House (basement)
Now you must try to kill the spider (using the sword). It's randomized combat, so you could die. Note that "hp" means hit points; that is, your health is 10. Likewise, "opp" means opponent; the spider's health is also 10.
Type undo any time your HP is lower than the spider's or if you die. Note that going up and back down resets the battle.
The bottle of Pepsi is a trap for the spider. If the spider thinks it's about to lose, it will grab the bottle, drink the Pepsi, and die safely. If the spider dies without drinking Pepsi, you'll die too!
[hp:10, opp:10] > drop bottle. save.
[hp:10, opp:10] > kill spider.(Repeat until it's dead.)
> look. x spider. take bible.(+1)
> u. u.
In the House (attic)
> give ring to ghost. give bible to ghost.(+1)
> x amulet.
> d. s. s.
On the Drive (junction)
CAUTION: The bat will carry you to Hell in three turns if you fail to bribe him.
> x bat. give sword to bat.(It takes it and leaves.)
> e. sw.
On the Drive (inside the gate)
Note: The gate won't open from the inside unless you have the Amulet.
> open gate. s.
*** You have won ***
Extras
Characters
A slime-ooze lurks in the pit! Yuck!
An animate skeleton is in the kitchen. It wants you for dinner!
A frightening ghost of a young bride haunts the attic. She beckons to you!
An enormous spider in the basement glares at you evilly!
A giant stone harpy carries you to her lair! Oh no!
A gruesome hatchling chases you through the harpy's lair! Run!
A harpy chick hatches from its egg. It runs away!
A horrible bat has been sent to carry you to Hell! But it likes shiny things!
Mentioned:
The ghost mentions her husband (who murdered her) and her mother (who gave her the bible).
The bat claims Satan himself sent him to you.
Endings
you chickened out if you try going west from outside the gate twice.
you were digested
if you try to take the gold ring from the living slime-ooze in the Pit,
or if you try to take the living slime-ooze itself.
you were damned if the bat carries you to Hell.
You have died
if you go from a dark location to another dark location,
if you stay too long in the kitchen with the animate skeleton,
if you attack the spider without a sword,
if you attack the spider with a sword and die anyway because of dumb luck,
if you kill the spider and there's no bottle of Pepsi he can grab (death by fountain of acidic blood),
or if you fail to grab the vine when you see it in the underground river.
You have won if you leave through the gate while carrying the Amulet.
Inventory
a lamp. Find it by examining the bones in the Pit. Turn it on. You'll need the lamp's light to see in the house, in the forest, and in the harpy's lair. That's most of the locations.
a plastic bottle. It's in the basement; the spider will let you take it. Pour the can of Pepsi into it; you'll now have some Pepsi (in the plastic bottle).
a shiny sword. It's in the forest. Once you're carrying it, there's a reasonably good chance that the harpy will carry you to its lair from anywhere on the drive. You'll automatically use the sword to help defend yourself against the hatchling. You must have the sword when attacking the spider. When the bat from Hell appears, give the sword to the bat.
some Pepsi (in a can). It's in the Idyllic Glade. Pour it into the plastic bottle; you'll now have some Pepsi (in the plastic bottle).
some Pepsi (in the plastic bottle). Made by pouring the Pepsi (in a can) into the plastic bottle. Drop the Pepsi bottle in the basement. This is a trap for the spider, who'll drink it at the conclusion of your battle with him.
the holy bible. It's in the basement guarded by the spider. Kill the spider first (using the sword and some Pepsi (in the plastic bottle)), then you can take the bible. Give the bible to the ghost in the attic.
a harpy egg. It's in the northwesternmost harpy's lair location. Take it when the hatchling isn't there. Throw the egg at the skeleton in the kitchen.
a poison phial. It's in the kitchen guarded by the skeleton. Throw the egg at the skeleton to kill it, then take the phial. Throw the phial at the slime-ooze in the pit.
a wedding ring. It's in the pit guarded by the slime-ooze. Throw the poison phial at the slime to kill it, then take the ring. Give the ring to the ghost in the attic.
the Amulet. The ghost in the attic gives it to you when you give both the ring and bible to her. Carry the Amulet out through the gate to win the game.
Score
You have so far scored your-score out of a possible 8, in several turns.
the support of Thomas Bøvith, Christos Dimitrakakis, Darius Katz, Ville Lavonius, Andrew Schultz, Jacques Frechet, Kenneth Hon, Jason McIntosh, Mark Musante, and Phil Tatro;