CASTLE FRANKENSTEIN (Epic)
Helpsheet
This is an alphabetical list of all the locations, objects, characters and items referred to in CASTLE FRANKENSTEIN. The location and purpose of each item is given, and the information provided in one entry will usually lead you to other items in the list. If you cannot find the word you are looking for, it probably plays no significant part in the game.
It is up to you how you use these clues. You may want to read through them as you play the adventure, or you may prefer to use them only if you get stuck. In this case, a fair amount of will-power will be required to avoid reading entries that you do not wish to see!
Due to our policy of continually improving our produces, there may be minor differences in detail between these clues and your version of the game.
ALCOVE: Underneath the castle kitchen. See Table.
ALE: See Barrels of Ale.
ANNEX: Next to the library.
BARRELS OF ALE: In the inn storeroom. You cannot open these.
BATTLEMENTS: On the roof of the castle, above the collapsed wall.
BEER BOTTLE: See Bottles.
BELL: On the back of the shop door. Not used.
BLIND MAN'S CABIN: See Cabin.
BOOK: See Notebook.
BOTTLES: BEER: In the inn storeroom. Use this to carry water. See Waterfall. You may empty this anywhere or drink from it.
OF CHEMICALS: In the equipment storeroom. Not used.
BOTTOMLESS CHASM: See Chasm.
BOW: See Violin Bow.
BRIDGE: See Rope Bridge.
BUILDING: See Laboratory.
CABIN: In the clearing south of the narrow path. Enter it.
CAN OF PARAFFIN: In the cabin. See Lamp.
CASTLE: On top of the mountain.
CAVE: At the bottom of the stone steps underneath the experiments room.
CELL: See Dungeon.
CELLAR: Underneath the inn.
CHAINS: In the experiments room. Not used, but see Scoring.
CHAIRS: In the library. Not used.
CHAMBERS, STONE: See Stone Chambers.
CHASM: Out of bounds. As is the large hole leading into a room on the next floor.
CHEMICALS: See Bottles.
CLEARINGS: North of the forest.
Next to the cabin.
CLOAKROOM: Off the entrance hall.
COBWEBS: In various locations. For atmosphere only.
COFFIN: In the disturbed grave. Use the spade to dig it out. Open it.
COIL OF ROPE: See Rope.
COIN: In the coffin. See Shop.
COLLAPSED WALL: In the castle. You cannot get past here. Climb the rubble.
COOKER: In cabin. Not used.
CORRIDOR: See Tight Corridor.
CRUMBLY ROCKS: See Narrow Ledge.
CRYSTALS: See Flask.
DARK TUNNEL: Underneath the inn. Emerges at the base of the waterfall.
DEEP PIT: See Pit.
DESK: See Writing Desk.
DINING ROOM: Off the entrance hall.
DISTURBED GRAVE: In the graveyard. Dig here with the spade.
DOORS: CABIN: To the east of the cabin. Enter it.
STONE: See Rings.
TRAP: In the inn storeroom. Open it.
WOODEN: At the back of the castle. Use the key to unlock it, and the metal rod to prise it free, then open it.
DUBIOUS PASSAGE: You can negotiate this OK.
DUNGEON: Underneath the castle kitchen.
ELECTRICAL EQUIPMENT: In the laboratory. For atmosphere only.
ENTRANCE HALL: Behind the ring-stone in the castle wall.
ENTRANCES AT WATERFALL: See Waterfall.
EQUIPMENT STOREROOM: See Storerooms.
EXPERIMENTS ROOM: Off the laboratory. See Rings.
FIREPLACE: In the cabin. Not used.
FLASK: In the equipment storeroom. This holds the pink crystals. Pour the water from the bottle to form the pink solution. You will need this to revive the monster.
FOOD: In the castle kitchen. You can eat this if you are really hungry! You must place this on the floor before pulling the ring in the sulphur pit.
FOOTHOLES: Behind the waterfall. See Shallow Recess.
FOOTPRINTS: Outside the cabin. These were left by the monster when he visited the blind man.
FOREST: North of the village road, between the village and the mountain.
FRANKENSTEIN'S: LABORATORY: See Laboratory.
MONSTER: See Monster.
NOTEBOOK: See Notebook.
FUMES: Wear the gas mask to protect you from the sulphur fumes.
GAS MASK: At the top of the waterfall. Wear it, see Sulphur Pit, Scoring.
GENERATOR: See Wimshurst Generator.
GRAVE: See Disturbed Grave.
GRAVEYARD: Lies between the mountain path and the castle.
GUN: See Shotgun.
HALL: See Entrance Hall.
HAMMER: In the alcove. Use this to knock the rod into the ground at the top of the steps underneath the experiments room. See Rope, Scoring.
HAT: See Tin Hat.
HOLE IN WALL: See Chasm.
HORN: Ygor blows this to exert power over the monster. It is no use to you.
INN: East end of village. The adventure starts here and you must return here to finish the game.
INSTRUMENTS: See Musical Instruments.
IRON KEY: See Key.
KEY: At the bottom of the waterfall. See Wooden Door, Scoring.
KITCHEN: There are two: One in the cabin, and the other off the entrance hall in the castle.
KITCHEN EQUIPMENT: In cabin. Not used.
KNIFE: In the dining room. Throw this at Ygor to kill him. Use it to cut the rope bridge.
LABORATORY: Across the rocks just outside the library. Cross the rope bridge to get to it. See Operating Table.
LAMP: In the forest. Before you can light this, you must be carrying the paraffin and the match. You will need it to see in the dark, although no harm will come to you if you do not have it. The lamp cannot be refilled once it has run out.
LANDING: Above the entrance hall.
LEDGE: See Narrow Ledge.
LEVER: See Rod.
LIBRARY: Off the landing.
LIVING ROOM: In the cabin.
LOOSE STONES: On the mountain path. You will eventually fall into the pit if you proceed, but there is a way out.
LOW PASSAGE: At the top of the narrow steps, inside the mountain. Use the spade to dig your way out of here.
MAN IN CABIN: Attacked by the monster. You cannot do anything with him (except pay your last respects!).
MAP: In the shop. No use, although you can read it. (You didn't think we'd make it that easy, did you?!) See Scoring.
MASK: See Gas Mask.
MATCH: In the inn. Use this to light the lamp. See Lamp, Scoring.
MEDICAL SUPPLIES: In the equipment storeroom. Not used.
METAL: RINGS: See Rings.
ROD: See Rod.
MONSTER: He is initially at the bottom of the sulphur pit (See Rings). He follows you when you meet him. You must revive him during the game, using the pink solution and the winhurst generator (Read the Notebook). See Rope Bridge for how to kill him. See also Ygor, Food, Stone with Ring, Reviving the Monster.
MOUNTAIN: North of the forest.
PATH: Winds up the mountain side. Half-way up, it split into two. Up leads to the pit. East leads to the graveyard.
TRACK: Runs east-west at the base of the mountain. You cannot pass the vegetation at the east end.
MUSIC ROOM: Off the landing.
MUSICAL INSTRUMENTS: In the music room. Not used.
NARROW: LEDGE: Above the sulphur pit. Be careful here, a wrong move could be fatal. The ridge is only passable from east to west.
PATH: Leads from the base of the mountain to the cabin.
TUNNELS: These lead to the waterfall.
NOTEBOOK: In the library. Read it for information.
OPERATING TABLE: See Tables.
PARAFFIN: See Can.
PASSAGE: See Long, Winding or Dubious.
PATH: MOUNTAIN: See Mountain Path.
NARROW: See Narrow Path.
PINK: CRYSTALS: See Flask.
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