PART 1 - LITTLE MOANING.
Ingrid starts in the village hall carrying an invitation and a protest
petition. The gnomes had been waiting for their party but have now
realised they've been tricked by Jasper Quickbuck. Ingrid decies to get
up a protest petition and give it to Great Aunt Halfyard who will
present it to the council. Your dog Flopsy is with you.
Make sure only residents and "goodies" sign the petition. Others will
sign with false names.
Go to inn. Jumbo Butterpat pours you a mug of scrumpy on the house.
"Give petition to Jumbo"; he signs (+10). Go to Flora, "give petition
to Flora"; she signs (+10). Ignore the travelling salesgnome, Silas
Crawley and Mrs Underlay.
Go to shop. "Give petition to Miss Farthing"; she signs. (+10). She
asks if you'll deliver a bag of groceries to your uncle Dusty at the
mill. Get bag. Go to mill. The sign outside says 'no Ingrids' and when
you go east, the watch chickens scare you back. "Flopsy, east". She
goes east and chases the chickens. (+20). Go east. By the mill, "drop
groceries, ring bell, hide". Uncle opens the door to get the groceries.
"Stand"; he's shocked to see you and falls into some sacks of flour
which fall on him. He says he'll sign your petition if you get the dog
away from him. "Flospy, west"; she leaves. "Give petition to Dusty"; he
In Dark Wood, a sign reads 'Beware of escaped gorilla'. To the west,
you meet the gorilla which won't let you past and chases you when you
go east. However, it gets tangled in the briers. (+20). It turns out to
be Rollo in a gorilla suit. He finally escapes and runs away.
Go to Aunt. "Give petition to aunt"; she signs and says she'll present
it at the next council meeting when you have enough signatures. She
also points out an article in the paper showing Jasper Quickbuck giving
free holidays to council members.
Go to Gnettlefield Farm and get various members of the family to sign;
Gnoah Budblast, Arback Garden, Grandma Gnutson, Gnoggin Garden, Gnora
Bottomlow, Dimple and Bumpy. You get 10 each, 70 in all. Ignore
On Cawing Road, it is too far to walk north. The rook there (who is
bigger than Ingrid) says he will help if he can as after the houses,
their trees will be next to be demolished.
Go to the lighthouse. The door to it is too high for you to get in. Go
to rook. "Rook, take me"; it does so. "Rook, go to lighthouse". He
lands on a landing pad at the top (+10). A hatch leads down. Inside is
Millie. "Give petition to Millie"; she signs (+10) and lets you out by
lowering a long ladder.
Go to Boney Spratt, he's fishing but he's too fed up to sign anything
as he hasn't caught a thing all day and his boat is on the wrong side
of the river. The bridge over the river is broken. "Knock on door"; Mrs
Spratt opens it and signs (+10)
"Sign petition" yourself (+10).
Go to the front door of Isfrunt Garden's house. You can't knock on the
back door as the wood is too soggy and if you knock on the front door,
he sneaks out through the back. So, "Flopsy, SW, NW, wait" ie so she's
by the back door. Wait till she gets there, then "knock on door".
Isfrunt tries to sneak out the back but Flopsy picks him up and takes
him back to Ingrid, then goes back to the back door in case he tries to
sneak off again. He signs the petition and runs back into the house.
Go to Gnat Tackhammer. He is working on a dogless carriage but won't
let you take it out without him. "Give petition to Gnat"; he signs
(+10). "Get into carriage", go to the top of Ploughgnome Hill, and
right down to the bridge. The carriage goes faster and faster and you
sail across the gap. The carriage is broken and gnat swims to the west
bank. You can see the boat. (+20)
Go to Three Mole hill, in. You know there's someone there but they
won't come out. "Drop petition, out, in". Get and exam petition; you
see the hermit has signed it (+10)
Go to boat, get into boat, go over the river. Wait for Boney. He
arrives and is pleased to see his boat. He says he'll do anything in
return. "Give petition to Boney"; he signs (+10)
Go to Tack's farm. You can hear someone behind the door but they won't
open it and the window is too high. "Get short ladder", go to window,
"drop ladder, climb ladder". You are in a bedroom. Mrs Tackhammer is
looking very red and there's a noise from the wardrobe. "Open
wardrobe"; Seamus Sosmall climbs out saying that oen of his
teleportation spells must have gone wrong again! "Give petition to Mrs
Tackhammer, give petition to Seamus"; they both sign (+10), (+10), and
when Ingrid leaves, Seamus makes an excuse to go back upstairs.
The petition is now complete. Go to Great Aunt, "give petition to
Aunt"; she says she'll present it at the next council meeting (+10)
(Note - at Ridley's end, the notice reads; maid wanted, pay 30
turnips/week and accomodation. This links with part3.)
Miss Farthing +10
Remove chickens +20
Remove gorilla +20
Bumpy +10..........................150/300 Ingrid1
Mrs Spratt +10
Get to lighthouse +10
Gnat +10...........................230/300 Ingrid2
Cross river +20
Mrs Tackhammer +10
Give petition to Aunt and finish +10
PART 2- STEAMROLLER AT DAWN.
Start from save Ingrid4 300/300
Ingrid wakes on the stairs with a hangover after celebrating her
success with the petition! Don't open the door to her room or you will
be buried under a pile of turnips.
In the kitchen, the family hears a crash outside. Gnoah goes to
investigate. "Examine table"; you find a loaf which is the same shape
as a troll's head. Get loaf.
Go to steamroller. On the way, Seamus arrives. He says despite the
petition, the people of Little Moaning have been evicted and the farm
is next. He suggests you steal Silas' plans and also do something to
At the steamroller, "Flopsy, get plans". She does, and gives them to
you. You read them and see that if Gnettlefield Farm is destroyed,
there's no-one left to save the valley. You and Flopsy eat the plans.
To stop the steamroller going to the farm, "Gnoah, lie down on ground";
he does and when the trolls try to lift him they find he's too heavy to
move. Silas says they'll go round the other way (+20)
Go to Soggybottom field and wait for Silas. When he arrives, go to dam
and "hit dam". Water floods the field (+30). Silas and the trolls leave
the steamroller to go and mend the dam. Go to steamroller, examine
chimney; the right size to stuff a troll's head into. "Drop loaf into
chimney". The steamroller explodes. Silas tells Bane, Chugg, Doldrum,
Fuddle and Gormless to round up the Bottomlows and Ergot to lock them
in the barn while Amble deals with you (+20). Amble starts to chase
Go to root and down into lower warren. "Flopsy, up, bite through root";
she goes. "Wait 2, up". You climb up the root, Flopsy bites through it
and Amble falls into the lower warren (+20)
Note:- Three of the other trolls are in fixed locations (Chugg, Bane,
Ergot) but the rest can be dealt with in any of the ways listed below.
I have listed the one that I did it with. Go into the same location as
one of the trolls and when he starts to follow or chase you, carry out
the solution listed.
Go to top of windmill, "pull brake": the vanes start to turn, "push
lever"; you see a hook descending outside (+10). Go down and find a
troll eg Fuddle and get him to the inn yard. "Flopsy, in, up, pull
lever"; she goes, "fasten Fuddle to hook"; in a couple of moves he
rises into the air (+30)
Get the cask while you're at the mill.
Get the millstone and find a troll eg Gormless. Go to trapdoor and open
it; he tetters on the edge. "Push Gormless"; he falls in, "put
millstone on trapdoor": it stops him getting back out (+20)
Get Doldrum to chase you and go to guinea pigs. You must make sure that
Doldrum is behind one of the south gates. "Open gate" so the guinea
pigs escape into the main pen. Now each time that Doldrum enters the
pen from the south end, the guinea pigs fuss all over him and he leaves
through the same gate. So if you do this when he enters from the north,
he won't be trapped (+20)
Go to the back of the barn where you see a loose brick and "get brick";
the family hear and push from the other side. Do this 4 times, the barn
collapses and Ergot is flattened by the barn door (+30)
Go and get the telelilies which have appeared where the flood was. One
is blue, the other green. Go to well and "drop green telelily into
well". "Drop blue telelily", "get into blue telelily"; you materialise
in the well (+10). There's a handbag there which contains lipstick and
perfume. Get it. "Get into green telelily"; you materialise back at the
top of the well. "Wear perfume", "wear lipstick". Bane is guarding the
farm house door. If you have seen him before this, you'll know that he
has fallen for Ingrid. Go to Bane, wearing perfume and lipstick and he
is so overcome by her appearance that he makes a tryst at Tack's farm
and rushes off to have a bath (+20)
Carrying cask, in, Chugg is inside. He has a bottle and is drunk. "Give
cask to Chugg": he opens and drains it, collapses and crawls outside.
Ingrid realises she must get the deeds to the farmhouse but she hears
noises from upstairs (+20)
Up. Silas Crawly sees her and makes her get the deeds from under
Grandma's bed. When he leads you back to the landing at the top of the
stairs, "put deeds under door"; he opens the door to get them and is
covered by the turnips from inside which fall on him. Ingrid tickles
him till he agrees to leave everyone in the valley and farm alone
Flopsy, get plans +20
Gnoah, lie down on ground +20
Hit dam +30
Drop loaf in chimney +20
Sort out Amble/root +20...............110(410/1000) Ingrid5
Pull brake/push lever +10
Fasten troll to hook etc +30
Shut troll in cellar +20..............160(460/1000) Ingrid6
Trap troll with guinea pigs +20
Trap Ergot under barn door +30
Get into well +10.....................220(520/1000) Ingrid7
Remove Bane +20
Remove Chugg +20
Put deeds under door +40..............300(600/1000)
PART 3 - RIDLEY'S END.
Start from save Ingrid8 score 600/600
Life went back to normal but Jasper was still living at the manor and
no-one knew what he was up to. So Ingrid goes to work as a maid there.
Her cousin Daisy works there already.
In the avenue, Seamus and Gnoah are up a tree. They say he must be up
to something and Ingrid must go and collect the evidence. She can give
them a wave when she's got enough.
Arrive at porch (+20). If you knock on the door, the butler tells you
to go into the servant's yard. Enter kitchen (+20). You are given a
scone but if you eat it, you find it's full of curry powder. Go to the
yard, "examine bin" to see rubbish. "Daisy, examine rubbish"; she finds
a letter (+20). "Get letter, exam it" (+10); it's from the Department
of Trade and Industry saying they've had complaints about Jasper's
gilt-trading firm and will send an inspector in 4 or 5 years time.
Go to the path south of the changing room. "Hide behind lounger".
Jasper goes for a swim. Go into changing room to find a filofax. Get it
(+20) and read it. It's full of evidence including a lot of dodgy phone
numbers. Do this early on.
If you go to the loft and "look through hole", you can see seomone
signing their signature over and over again, and then writing on a
canvas in a room of paintings, or scratching at the surface of a
painting with a brillo pad.
Go to tree court and you see it casts a shadow. "Exam shadow"; you see
a hole. Go through and up to the attic. "Wait" several times.
Eventually, Rulf arrives. Ho pushes the west wall and goes through an
opening. Inside, "exam canvasses"; you see lots of forgeries and a
masterpiece (+20). "Examine masterpiece"; it's a forgery of the Gnoma
Lisa. Get masterpiece (+10)
Some time, Seamus arrives and says Jasper knows who you are and is
going to set you up for stealing his antiques, so find evidence quick.
The police will arrive if you don't finish in time.
Enter the library (+10) and read the books. They give hints:
Step by step tax dodging
The ghost of Ridley's End
Home insurance, some pages are torn out. Daisy says she heard him say
something about stolen antiques
Masterpieces of the world
A swashbuckling novel about walking along window ledges and swinging
The water babies; and one about the diseases you can catch from
A thriller about searching furniture and hiding behind curtains
A novel about a toff who wanted to marry a girl who sold mangel wurzels
Go to Reading room and from there to the roof (+20). Go to Jasper's
bedroom (note it's locked if you try to enter from the other side
through the door). There's a tape in the answering machine which has a
play and record button. In the wardrobe is a manual telling you how to
use it. There's a jacket in there too. Examine it; it has a pocket,
"look in pocket"; you find a wallet, "get wallet (+10) examine wallet";
in it is a photo of Jasper and some council members on his yacht which
shows how he got his planning permission (+20)
Every so often, the phone will ring and someone answers it on an
extension. "Get tape, put it in machine, press record" when the phone
is answered. You record a message. There are several, all incriminating
so just record any one (+20). Get tape (+10)
In the Long Gallery, you see a portrait and a heavy curtain. If you
move the portrait, you see a safe with a combination lock. The curtain
is transparent but looks solid from a distance. Drop a piece of
evidence (eg the letter) and "hide behind curtain"; Daisy comes behind
too. "Wait for Jasper". He picks the object up and says he must lock it
somewhere safe. Wait twice, he opens the safe and you see the
combination is 888155. He puts the letter inside and closes the safe,
then slides the portrait back.
When he leaves, "stand up, move portrait, 888155"; it opens. "Exam
safe" (+20); you see the letter and accounts. "Get letter, get accounts
(+10), close safe, slide portrait". You must do this fairly quickly so
you don't get caught. Note that you lose the relevant points when you
drop the letter but get them back when you retrieve it.
At the end of the west gallery, Ingrid thinks it looks a bit short.
"Open window"; you see a narrow ledge. Go this way to the secret room.
In there you see all the furniture missing from the house +20) "Exam
antiques"; you find a diamond (+20). It's the Moaning Star, meant to
have been stolen in a robbery, which was obviously a swindle. "Get
diamond" (+10). Leave east.
The butler hangs about round the door to Jasper's office and won't let
you in. Go to the porch with Daisy and "Daisy, wait 10, knock, wait 4,
knock". Go to outside Jasper's room. The butler leaves to answer the
door when the knock sounds. Go in, "exam desk"; you see blotting paper
and a drawer (+20). "Get blotting paper (+10), get drawer (+10)"; a few
missing check stubs fall out. "Get stubs" (+10), leave before the
butler comes back or he takes everything from you when you leave and
puts it on the desk. "Exam blotting paper"; you read about a tip for a
takeover bid, I got it the day before and cleaned up gnicely. (+60
Go to avenue and "wave"; they don't appear so Ingrid shakes the tree.
They fall out and examine the evidence. They say it's time to pay the
squire a visit. Seamus gives you a phial to drink as he says you look
as though you need it. (+10)
Go to Jasper. He runs to the ballroom and locks himself in. Go up to
chandelier, "untie chandelier"; you swing to the ballroom and knock
Jasper over. He asks what she wants him to do and as a result of the
potion, she asks him to marry her! (+40)
Arrive at porch +20
Daisy finds letter +20
Get letter +10
Enter kitchen +20
Get filofax +20
Examine canvasses +20
Get masterpiece +10
Enter library +10
Get to roof +20
Get wallet +10
Examine wallet +20
Tape message +20
Get tape +10.........................210(810/1000) Ingrid9
Exam safe +20
Get accounts +10
Get to secret room +20
Find diamond +20
Get diamond +10......................290(890/1000)
Do Jasper's office +60...............350(950/1000)
Meet Seamus and Gnoah again +10
Untie chandelier +40
Note: if you find the letter yourself, you get dirty and end up 10