Hill Ridge Lost & Found Amblethrough for versions 1.09 - 1.14 Two Roads Home -------------- If you want the fastest path through the game, which skips clues and much of the story while doing things that seem unmotivated, see the last section in this document (Speedwalk). If you want the guided tour, keep reading. It was designed to help you one piece at a time, so you can read until you get unstuck. A General Hint -------------- The command TALK TO SELF can be used to find the Ambler's current motivation (but half the time you will get a random message instead). This might direct you to a puzzle or point out something that you missed, but it won't provide step-by-step solutions for puzzles. Finding Lonon ------------- Let's check out the property and see if Lonon is around. While we're at it, let's start mapping. This game is easy to map, and having one will help. The normal thing to do would be to head straight for Lonon's house. (start in Driveway) x self i x fence n x stake x house nw n nw x house knock on door look through window open back door As the game says, let's check the rest of the property and see what the Ambler remembers about it along the way. (now in Backyard) x barn open barn door se x barn open door n s e We meet the vorair. It will chase you off after several turns, but that's okay. (now in Pasture Northeast) x vorair x structure n s x east grove x south grove s x jiller vines x grape vines e x vines take grape eat it n se n x markers read markers take gloves x them That's all the locations we can check for Lonon. Now we want to check that suspicious- looking shack that is guarded by the vorair. The Ambler also would like to get into the grove south of the jiller field for personal reasons, but we'll tackle that later. Entering the Strange Shack -------------------------- Let's see what we can do about that vorair. Don't worry, it won't hurt you. (now in Graveyard) w w (if you can't get in, just go s, w, w, n, n and pick up the walktrough from the barn) talk to vorair pet it That should be enough to get you chased away. (now in Pasture Southwest) n open east gate x trough n x pen enter pen take sack out open sack fill trough with feed s And the way is clear. (now in Pasture Northwest) e n talk to man x man read sermon look through window So, Lonon wasn't in there either, but we have a new lead on where he might be. More importantly, we also have an ever stronger motivation for the Ambler, who believes Lonon's odious church may be the source of the problem with the community. At any rate, the Ambler's philosophy is diametrically opposed to what was written in there. So he's going to want to get rid of it. But first, let's see the light. Discovering the Source of the Light ----------------------------------- (now in Strange Shack) s e e n talk to lonon x him reach into pocket x keys x grave x vane x dirt Now let's use the keys, and see if Lonon's house provides us with anything helpful or perhaps some clues to his motivations. (now in Lonon's Grave) s w w w nw unlock door s Inside the House ---------------- (now in Kitchen) x doll x hearth look through window x trees w x bag take it x photo x lonon x wife x cot open dresser w e n We still want to take care of the shack, but the vo-nip is our next breadcrumb, and it will help us get into the grove south of the jiller field, where the Ambler really wants to go. Clearing the Jiller Vines ------------------------- (now in Backyard) x ball fill ball with nip open barn door se n open side door w push ball e wear gloves push ball e Now pushing the loaded vo-ball south will deliver it to the vorair. But it's a good idea to set up the gates properly first, before all hell breaks loose. (now in Barn) s close east gate open south gate s open east gate n n save One way to lock yourself out of victory is to allow the vorair to escape into the driveway, but that can always be prevented. Another way is to let it run out of steam (so to speak) before the vines are cleared. That cannot always be prevented, due to randomness, but you can make it highly unlikely. Just SAVE first. The general idea is to route the vorair into the jiller field by closing gates behind it every time it moves where you want. Here we go. (Did you SAVE?) (now in Barn) push ball s s z (wait for vorair to enter if necessary) close north gate e (or, if you've been kicked out, go south to jiller field) (or, if you're lucky enough, you can close the east gate immediately) z (wait for vorair to enter if necessary) close west gate (if necessary) z (wait for vorair to get tired and stop) (if necessary, get back into jiller field by going se) s (into Bert's Grove. If the way is not clear, RESTORE and try again) Bert's Grove and the Plan for Victory ------------------------------------- x oaks sit x bushes x pods search ground search bushes x candlestick open drawer x kit take it Well, well, well. Finally, a source of fire. Or at least sparks. Now the Ambler wants to burn that sucker down. And he means the shack. We'll need tinder, or something else that will ignite from a spark. There's only one thing that will do the trick. Making Fire From Water ---------------------- (now in Bert's Grove) n nw n x bike x lamp x tools take screwdriver loosen screw open bottom shake lamp open hatch look in it x lever That's what we need. If you don't know what a carbide lamp is, there's info out there. But you probably have enough info already. (now in Barn) w open spigot close it x windmill x blades u x wheel turn wheel g turn blades g d open spigot fill lamp with water close hatch With water and (hopefully) carbide both in the lamp now, and nothing happening, you can deduce that the lamp is currently turned off, which is good. We can also easily guess that the tiny lever is what turns this thing on. And here's a hint if you still don't want direct answers at this point: the lamp will only last a few turns when lit. That's enough, but if you want more time to experiment with fire, use the lamp to light the candle, which you can find by examining the dresser in the living room. Eliminating the Problem ----------------------- Let's do the deed. (now in Backyard) se e n turn lever right ignite lamp with kit burn scarecrow with lamp z (keep waiting until night falls) If you don't have the screcrow for some reason, the empty feed sack and empty vo-nip bag together can also get the shack burning. Hill Ridge After Dark --------------------- The Ambler's guilt has caught up with him. But there is help at the light source again. (now in Pasture Northeast) x figure x light e e n x ghost talk to ghost g take shovel bury lonon talk to ghost g talk to lonon talk to ghost g The final puzzle. What the ambler does best is ambling. So here's one you can solve by walking around. All you can do is roam around to experiment with how the ghast reacts, but here is the shortest solution. (now in Lonon's Grave) s w se n Well that's that. Optionally, you can go back to talk to Lonon one more time at this point. Two Roads Home -------------- w w sw s The choice is yours. *** The End *** Speedwalk --------- n open east gate n. n enter pen take sack open it s fill trough with feed e. n. open east gate close it e. n x man read sermon look through window s. e. e. n x lonon search overalls s. w. w. w. n x tools take driver loosen screw open hatch w. u turn wheel. g. turn blades. g. d open spigot fill lamp with water unlock back door s. w take bag e. n put nip in ball kick ball e kick ball s (begin random section -- exact commands may vary) s z (wait until vorair appears) close north gate e (unless you got kicked out, then s) z (wait until vorair appears) close gate z (wait until vorair settles down) (if you get kicked out, go back se) s (end random section) look under bushes open drawer take kit n. n. n. swing lever right light lamp with kit burn scarecrow with lamp z (wait until nightfall) e. e. n talk to ghost take shovel bury lonon talk to ghost talk to lonon talk to ghost s. w. se. n. w. w. sw. s. s