By Gary McGath
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Extra info for Compute!'s guide to adventure games
But if you try anything violent, a bouncer will promptly escort you to the exit. The house rules are something of a nuisance, since the shoes and ticket cut deeply into your carrying capacity. Add a watch and a stick of chewing gum, and you're bent over with the load—although you can carry a trampoline as easily as the gum. This adventure illustrates the shortcomings of treating all items as being equally burdensome. Luckily, the bouncer doesn't enforce the "Authorized Personnel Only" signs, which you have to ignore in order to find the secret.
You need shelter from a hurricane that soon strikes, but the only available cave is occupied by a bear with a nutritional deficiency. The climbing that it takes to get 53 Scott Adams Adventures there makes you sweat, and that increases the bear's interest in you. Even if you manage to wash the perspiration off, being around a bear makes you nervous, and you start sweating again. But it's possible to get the bear interested in something besides you. You have to cross a lake to get to some places, but you aren't an especially good swimmer.
The way you find the coffin is a bit unusual, to say the least. Let's just say that where there are coffin nails, a coffin can't be far away. There doesn't seem to be a guaranteed route to success, since on several occasions you have to engage in an activity with a certain probability of a fatal outcome. This makes it a good idea to save the game at several points as you progress. The lack of documentation is irritating in this game, as in some of the other Scott Adams adventures. When you first start playing, you have no idea where you are or what you are supposed to do; only by exploring the house (and perhaps get ting killed by angry villagers if you try to leave prematurely) do you learn what your quest really is.
Compute!'s guide to adventure games by Gary McGath