PLACES in AVARICE

[B]  [C]  [D]  [E]  [G]  [J]  [K]  [L]  [M]  [O]  [S]  [T]  [W]

B
Ballroom
This is a large ornate room entered from the Music Room or the Gallery. So far as I know there is nothing useful in it, and it plays no part in the game.
Bathroom
There are many 'bathrooms' in the mansion. So far as I know the only one of any use, the the one towards the southwest corner of the Gallery Hall. The Uranus Planet is in the toilet bowl.
Bomb Room
Also known as the Bomb Chamber and the Subterranean Chamber. It is entered from the Cave Anteroom. When one enters for the first time the bomb is ticking, and one has an hour to disable it. Look at the back of control panel and note the number 8844. The front of the panel has rows of buttons laid out in the same way as the racks in the Gun Room. On the top row click once on the leftmost button until a 1 appears. On the vertical row click 4 times on the button 4th from the top (or 3rd from the bottom). On the bottom row click 3 times on the rightmost button, then leave three buttons and click twice on the 5th button from the rightmost end. A message that the bomb's failsafe mechanism is in place will appear.


C
Cave Anteroom
This is the last room before the Bomb Room. It has a catwalk descending down to the Bomb Room. A catwalk ascends up to the Cave Study from about halfway down.
Cave Entrance Way
This is entered from the Games Room. It has a door to the Library in the east wall, a Fireplace in the west wall, a Slate Door in the south wall, and a metal door requiring a Keycard in the north wall.
Cave Study
This room is reached from the catwalk in the Cave Anteroom. The door is locked, with a control panel consisting of three dials. The code for this room is B 4 0 from the clocks in the Guest Bedrooms.
There is a long picture window on the right, a portal leading to a Maze Room at the far end, a desk with a terminal in the middle left, and a Note on the floor. There is a notice board with undecipherable writing on the left wall.
DO NOT click on the left drawers of the desk - the game will invariably crash.
Children's Nursery
This is the first door in the north side of the Old Hallway. It contains a crib within which is the Green Orb Planet.
To get to the crib go as far as you can into the room, then turn about face, then turn left just before going through the door, then left.
Clock Tower
Ptg Sound Rope
1st Bing 1st
2nd Bang 2nd
3rd Bong 3rd
4th Bung 4th
5th Bang 2nd
6th Bang 2nd
7th Bing 1st
8th Bung 4th
9th Bang 2nd
10th Bong 3rd
11th Bong 3rd
12th Bong 3rd
This is also known as the Bell Tower. Get the Clock Tower Code by writing down the sound produced by pressing the buttons behind the paintings in the Tower Block stairs. I have numbered them in order from bottom to top, or right to left. The button behind the topmost or 13th painting, the Eagle, produces a 'Bells Ring' response. This is not part of the sequence.
The Clock Tower is entered from the Entry Hall by moving around until you can see a discoloured tile between the drapes and the floor. Click on that tile and go through the secret doorway.
It is infuriatingly difficult to get up the stairs to the top of the tower, and I am still not sure whether this is just another puzzle to be solved or lousy programming.
Anyway, when one gets to the top of the stairs there are 5 bell ropes to be pulled. The leftmost 4 make one of the sounds produced by pushing the buttons behind the Tower Block stairway paintings, while the rightmost one just says 'Bells Ring'. The trick is to pull the bell ropes in the sequence which makes the same 'tune' or sequence at that in the Tower Block stairway. I have numbered the bellropes in order from left to right; Bing, Bang, Bong, Bung, Bells Ring.
When the bell ropes are pulled in the correct sequence a secret passage opens the way to the Jupiter Planet and the dome.
To get out of the dome area move around until the pink wall is on one's right, and click on the wall towards the far end.

[Feedback]  [Home Page]  [Top of Page]

Courtyard
Arthur urges Gareth to visit the courtyard several times. One gets to it through the first (easternmost) door off the east/west corridor leading fom the north/south corridor of the Servant Hall to the Kitchen. The SB Key can be found by pounding on the Planter with the Mallet, one of the tools found in the Servant's Workroom.
There is also a Green Keycard under the 4th patio tile to the south in the 1st row to the west of the entrance to the Servant Area. The note with the map showing the location is incorrect. When one clicks on the correct tile (it has a curved shadow crossing its southeast corner) with MB2 it shows Pound On as one of the menu options. So pound on the tile several times with the Mallet and lift it up to get the Keycard.
D
Dining Room
This is a large room with north and south doors to the Servery, a throne, a dining table and candelebras, a Fireplace, and a buffet which contains cutlery including a Knife.
Dining Secret Passage
Phil Unger has sent information about this place - I cannot verify it myself since I no longer have Avarice installed.
'When in the Servant Hall face the Waiting Room and Servery Doors. Right in the middle' MB2 'click to find the entrance to the Dining Secret Passage. It does not seem to lead anywhere..There are many large vertical pipes. One one side half have green markings followed by those with red markings..On the floor is a note containg a diagram, apparently the Gallery, with some arrows drawn on it. Three doors are numbered 1, 3, and 0; and an equation 0+1+1=2.'
Dock
This has Lights on either side. The Dock leads to an elevator which leads into the Entry Way
Drying Room
The Drying Room is entered from the Laundry. It has rows of drying machines, most of them containing clothes. The one to the left nearest the door contains pants which have in them the KO Key and a Note.

E
Entry Hall
This is a squarish room entered from the Entry Way. Standing at the Entry Way there is one of the many Slate Doors in the near right corner, a Fireplace on the right (north) wall, the entrance into the Great Hall in the far right corner, a staircase to the Tower Block against the far (west) wall, an alcove with a closet and Servant's Access 2 in the far left corner, a Tapestry and secret door to the Clock Tower on the left wall, and a Cannon in the centre.
Entry Way
This is a long narrow area leading north from the Dock elevator to the Entry Hall on the right and cloakroom on the far left. There is a Fireplace at the far end, with a Chimney Brick above it.

G
Gallery
This rectangular room has eight paintings on the north and south wall, and Slate Doors leading to other rooms in the mansion as shown in the stylised map below.

Earth Mars Cave E Way Neptune Venus
Great Hall Music Rm


Great Hall Ballroom

Jupiter Saturn Entry Hall Uranus Green Orb
The Slate Doors can only be opened after the switch in the nearest Fireplace to that door is flipped up. Flipping that switch allows only one door to be opened, and that for only a certain length of time. You will receive one minute's warning that Gallery shut down is about to take place, and must get out before the door locks again - or be trapped forever.
Gallery Hall
This rectangular balcony opens on to the Gallery, two floors below. As far as I can tell so far one cannot look over the balustrade to see down into the Gallery.
The southwest corner is reached from the Tower Block stairs. Going right (east or counterclockwise) there is a Bathroom, Gareth's Bedroom, Servant Access 4, and Kindall O'Hara's Bedroom which leads to his Study. Turning north there is an empty bathroom. On the north wall there are three Guest Bedrooms. In the northwest corner there is a locked door to the Old Hallway. Then one can turn south back to the Tower Block stairs.
Games Room
Also known as Billiards Room. Enter by the door on the right past the third jug in the Great Hall. It contains inactive VR Pads and Screen made by the Hughm company, various items of furniture, the inevitable Fireplace, and the door to the Cave Entrance Way.
Gareth's Bedroom
This is located on the south side of the Gallery Hall between the Bathroom and Servant Access 4. The OH Key and a Note with the number of a Servant Access are in the dresser.
Great Hall
The Great Hall is a long L shaped corridor leading off the Entry Hall. Along the stem of the L there is an archway to the Dining Room to the left, and three jugs along the right wall. Between the jugs there are slate doors, and there is a wooden door leading the to the Games Room past the third jug. Opposite that is a locked door opened by the SM Key leading to the Octagon Room.
Guest Bedrooms.
These take up the whole of the north side of the Gallery Hall.
Each bedroom has a clock showing a different time, and the position of the minute hands makes up the code to enter the Cave Study - B 4 0.
Gun Room

1_0_0_0_0_0_0_0_0_0_0
0
0
0
4
0
0

0_0_0_0_0_0_0_2_0_0_0_3
This might be the most difficult and frustrating puzzle in the game. The room is entered from the east/west corridor of the Servant Hall, between the Force Field and the north/south corridor.
The layout of the gun racks is the same as that of the Bomb Room disarming device, with 11 racks in the row on the right next to the door, 6 racks opposite the door, and 12 racks in the row to the left of the door as one faces in. The table is laid on its side because that it the way it appears in the Bomb Room. Each rack has four grooves, which I have numbered from left to right. In some of the racks one of the grooves has a scratch. So one must look in each rack, and record which rack and which groove has the scratch. Later one must enter the same numbers in the bomb disarming device. 0 signifies that there is no scratch in that rack, so in the Bomb Room one makes no change.
As well as the gun racks it contains Scales and Gunpowder.

[Feedback]  [Home Page]  [Top of Page]
J
Janitor's Closet
This is found at the western end of the main east/west corridor of the Servant Hall. It contain various pieces of cleaning equipment.
K

Kindall O'Hara's Bedroom
This very busy room is found on the southwest corner of the Gallery Hall.
There is a dresser to the right near the door, a chest near the bed, and an armoire on the next wall near the Fireplace. A door leads into Kindall O'Hara's Study.
Kindall O'Hara's Study
This very crowded room is entered through Kindall O'Hara's Bedroom.
There is a painting on the near left wall with a Safe behind it, a desk with two sets of drawers containing many sketches and Notes and Clippings on top, a Fireplace, a Moon embedded in the floor with one of the craters circled, and bookcases.
Kitchen
This is a large squarish room at the western end of the smaller east/west corridor of the Servant Hall, through an archway from the north/south corridor. It has a cabinet containing utensils, a Larder containing the Neptune Planet, and a Waste Disposal Unit containing the Key Card to the Cave Hall.
L
Larder
This lies behind a shiny metal door in the Kitchen. The door is stiff, so one must open the can from the Janitor's Closet with the Can Opener from the Kitchen Cabinet. Opening the can will reveal some grease. Spread the grease on the door. The planet Neptune is on the floor.
Laundry
This is located in the main east/west corridor of the Servant Hall, next to the Janitor's Closet. It contains rows of empty washing machines, has a Secret Stairway, and doors into the Waste Tower and the Drying Room.
Library
The Library lies on the east side of the Cave Entrance Way. It has a terminal by which one can search the list of authors. One of them is Dwayne Parks, of the firm which made the VR Pads. His book is found in case 15, row 5, and after one gets it the bookcase can be opened to lead into Servant Access 1.
There is a Fireplace with the usual switch in the room. The switch opens the Slate Door to the Music Room.
M
Maze Room
This is entered through the portal in the Cave Study, and leads to the Teleporter Room. It has 12 panels, 10 of them with a roman numeral, one blank (the way out), and one with two terminals. The upper terminal cannot be used, and I think is a bug.
One must look at the terminal, and slide in the three coloured Keycards before one can get access to the terminal.
The terminal has 4 numbered pads; the leftmost can go from 0 to 2, the next can go from 0 to 9, the next can go from 0 to 5, and the rightmost can go from 0 to 9. The only numbering system I can think of that does this is the 24 hour clock system.
Enter a time - I don't think it matters what time - and click on Combination. A 10 digit string of letters will appear on the screen, so far as I can tell a different number for each attempt. Each string, so far as I know, will end in 10. Write the string of digits down, and leave the terminal. Click on the panels corresponding to the first eight numbers in the string, and then on X, the panel corresponding to 10, to get to the Teleporter Room.
Music Room
One can get into the back of this room through Servant Access 1. One then climbs the staircase and the ladder to look down and identify the location of a tile.
It can be very tricky to get into the main part of the Music Room to get the Blue Keycard, and it took me several tries to get in and out before the gallery shutdown. Get into the Cave Entrance Way from Servant Access 1. Flip the switch in the Fireplace, then go into the Library. Flip the switch in the Library Fireplace as soon as the number changes to 3, then go immediately out of the Library and through the Slate Door into the Gallery. Go forwards towards the south wall, then turn left. Go through the northern Slate Door into the Music Room. Go towards the organ console, and note that one of the console's legs is on a large blue tile. Count six tiles in that row anticlockwise, and MB2 click on it. If it is the correct tile there will be an extra entry in the menu - Pound on. Do just that with the Mallet from the Workroom - it took me 10 hits, though others seem to have needed more. MB2 on the tile and try to lift it. If you have hit it often enough the Blue Keycard will spring into view. Get it, and then get out as fast as you can before the doors lock.
The Music Room leads into the Ballroom, but there is no point in going there.


O
Old Hallway
This is entered through a door at the northwest corner of the Gallery Hall opened with the OH Key. It has the Childen's Nursery and Servant Access 6 on the right (north wall) and an empty room on the left wall, and leads to the top floor of the Waste Tower.
DO NOT turn right or left at the region between the sets of stairs - there is nothing to discover, and it is impossible to get back on track.
Octogon Room
This is a terribly confusing room with panels which one must walk through to get to the other exits. Each panel has a stylised icon on it. Reading clockwise, the panel with:
- An arrow leads to a boarded up door
- A double wiggle has no exit behind it
- A wiggle with bar leads to Servant Access 5
- A double headed cane has no exit behind it
- A belt buckle leads back to the Great Hall
- A 69 has no exit behind it
- An X with a horizontal bar leads to the stairs to the Smoking Room
- A circle with horns has no exit behind it

[Feedback]  [Home Page]  [Top of Page]

S
Secret Stairway
This is found in the wall of the Laundry but is blocked by a forcefield controlled from the terminal in the Cave Study. When the forcefield is turned off the stairway leads to the second floor of the Waste Tower.
Servant Access Areas
No. Code Location
One 5745 Between Library and Music Room
Two 9296 Off Entry Hall
Three 4337 Off Servant Hall north/south corridor
Four 3551 Off Gallery Hall, between Gareth's and O'Hara's bedrooms
Five 1357 Between Octogon and Waiting Room
Six 2194 Off Old Hallway.
Each one contains a Transporter by which one can move quickly from one area of the mansion to another. Each location has an access code, which one enters to move to that location.

Servant's Bedrooms
These are found in the north/south corridor of the Servant Hall; are numbered 1,2,3,5; and are locked. The first bedroom contains a Rose in the night table.
Servant Hall
This is a rather confusing name. The Servant Hall comprises
- a rectangular area reached from the Waiting Room. It has a light grey rock face as its north wall, a Force Field preventing access to the rest of the servant's wing, and a door to the Servery.
- a corridor running east/west from the Force Field to the Janitor's Closet, with the Gun Room and Laundry opening off it to the right (north) and joining
- a corridor running north/south, which meets the east/west corridor at a T junction and leads past an archway, Servant Access 3 and Servant's Bedrooms to the Servant's Work Room.
- the archway leads through a door to yet another east/west corridor leading past the entrance to the Courtyard, and two more doors to the Kitchen.
Servant's Workroom
Is found at one end of the corridor on to which Servant's Access 3 opens. Contains a crate of tools, including the Blowtorch and Mallet.
Servery
The servery has a door leading from the Servant Hall and two doors leading to the Dining Room. As far as I know none of the objects in the servery are of any use.
Smoking Room
This room can only be reached by stairs from the Octogon Room. The Mars planet and a Clipping are hidden in an ashtray near the light on the right.

T
Teleporter Room
This room is entered from the Maze Room. One can teleport from this room to destinations including the Space Station. The terminal has the last part of the coordinate for the Space Station written on its back, is the only terminal in the mansion which has both source and destination options, and is used in the Endings.
Tower Block
This is has a set of stairs and landings doing a complete circle, and leading from the Entry Hall to the southwest corner of the Gallery Hall. There a paintings on the wall, with buttons behind them which make up the Clock Tower code. There is a blue dome over the Tower Block, and one can look down through the dome to the grating in the Entry Hall - though I am not sure why one would want to.



W
Waiting Room
The Waiting Room lies between the Servant Access 5 and the Servant Hall. It has a dark grey rock face as its northern boundary.
Waste Tower
The first floor can be reached through the door in the Laundry, the second floor through the Secret Stairway in the Laundry, and the third floor through the Old Hallway.
The first and second floors have wheels to turn left. When they have been turned the Earth Planet will appear in the tank on the third floor.

[Feedback]  [Home Page]  [Top of Page]

[Opera Software's Project Magic!]
Validated 3.2
Use Any Browser
This page hosted by GeoCities
Geocities
Get your own Free Home Page