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	Title: (Scorpion's Tale) The Lurking Horror
	Author: Scorpia
	Source: Computer Gaming World, v7(7)
	Date: October 1987
	Transcription by Steve Derby
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<img class="float-left" src="/public/img/articles/cgw-scorpions-tale-lurking-horror/scorpions-tale-logo-lh.png" alt="Scorpion's Tale logo">

Ah, it's that time of year again: when frost is on
the punkin, and ghosties and ghoulies slip through the foggy
October nights. Of course, I shouldn't keep you standing at
the door (never know what might be creeping up behind
you, eh?). Step in and get cozy by the fireplace. While you're
warming up, we can talk about term papers and even more unpleasant
things.

*Lurking Horror* is an authentic horror story, Lovecraftian hi-tech
with Stephen King overtones. The monsters are very real
and very nasty. While there is nothing shockingly gruesome
(after all, this is Infocom), the game does have some unsettling
parts (finding a severed hand, for instance), so be prepared.

One thing you won't find, however, is a complete explanation
for what is going on. There are some hints and implications,
but they don't really cover everything that happens in the game.
Don't expect it all to be be neatly tied up at the end because much
will be left shrouded in mystery.

The game begins in a raging blizzard. Outside, freezing winds
whip through deserted streets, blowing heavy snow into huge
drifts. Inside, you hunker over a computer screen in the terminal
room of GUE Tech, trying to finish a term paper due tomorrow.
Tomorrow may never come.

Somehow, files have gotten
crossed up in the computer system, and what you see on your
screen has nothing to do with your paper. Pages of only
partly-intelligible text scroll before your eyes and the readable
parts give you a distinctly eerie feeling. An illustration pops
up that causes you to faint outright and have a nightmare (?).

Fortunately, you wake up from that to find yourself still
(again?) in the computer room, although the screen is now an
illegible mess. A friendly hacker (in the original sense of the
word) does what he can, but it appears that your term paper
file has been lost. Oh well, maybe the people in the Alchemy
Department (whose files were mixed in with yours) can help
you out. Now the fun begins (hehehe).

Of course, wandering through a nearly-deserted university
in the wee hours of the morning may not seem like fun to you,
especially when you recall certain rumors you've heard. That
paper has to be finished, though. There's nothing for it but to
get a move on and visit the Alchemy Department.

<img class="float-left" src="/public/img/articles/cgw-scorpions-tale-lurking-horror/lurking-horror-cover.jpg" alt="The Lurking Horror cover">

However, I'd recommend some initial explorations of the
college before running off to the Alchemy Department. The
elevator and the basement are definitely worth investigating.
There are so many interesting things to find down there. I
hope you have a light source with you (there's one nearby, if
you look in the right place) and are able to hang on to some
of the items you find as you go through the game. Some of
them are useful in more places than one.

During your explorations, you'll probably run into the urchin.
He has no business (no legitimate business, anyway) in
the college. You won't be able to deal with him for awhile, so
ignore him when he shows up. Just don't drop anything while
he's around. Later on, you'll be able to give him a hand and
get something in return.

One of the more unpleasant areas down below is the steam
tunnel, which happens to be filled with voracious rats. They aren't interested
in junk food; only fresh meat (you) will satisfy their
hunger. It'll take some violence and a quick turn to get rid of them.

Also tucked away underneath the college is something that looks
very much like an altar. With a few suspicious stains on it. I
wouldn't recommend either lingering around here or opening anything.

When you're done with the underground for the present, a visit
to the Aerospace Building is in order. You'll need to stroll
through the Infinite Corridor (not really infinite, just long) to reach
the Alchemy Department. Unfortunately, that may not be as easy
as it sounds. A rather zombie-like maintenance man with a floor
waxer seems intent on blocking your progress.

There's no way around him; he'll block your every move to get past.
On the other hand, since he's waxing the floor, eventually
he'll start moving away, allowing you to go a bit further down
the corridor each time. But he's still in front of you, and as
long as that's the case, you won't be able to get where you
want to go.

What you have to do here is get his attention. It'll take some
sharp action on your part to accomplish that. Naturally, the
maintenance man will not be pleased, and his reactions are
going to be a trifle violent, possibly even deadly. You'll have
to stay on your toes and move fast; one little slip is all it takes.

When the maintenance man is no longer an obstacle, you'll
have clear passage to other areas of the college. However,
before you go running off, you may wish to investigate the
great dome. Strange, how the ladder up to the catwalk is
nowhere to be seen, but it seems someone left a rope hanging
down that you can climb up. Then again, maybe this isn't exactly
a rope. Climb with care.

Luckily for you, what you find up on the catwalk doesn't
stick around. However, you're not up here to sight-see (even
if you have been seeing some pretty strange sights lately), so
keep going until you're out in the cold and
up on the dome (just don't stay too long out there).

<figure class="float-right">
<img src="/public/img/articles/cgw-scorpions-tale-lurking-horror/infinite-corridor.jpg" alt="The infinite corridor">
<figcaption class="center">The Infinite Corridor Connecting the Aero and Chem Buildings</figcaption>
</figure>

Back inside, it's time for a visit to the Brown Building, or more specifically, the
weather station on top of it (don't worry, you'll be getting to the Alchemy Department
soon enough). Just walk up to the roof (sorry, this elevator isn't working, but
it's a quick trip by the stairs) and out yet again into the cold.

At least it's warm inside the station . . . errrr ... did you hear something out
there? Uh-oh. Something IS out there, and it doesn't look friendly. And it isn't staying
out there, either, it's on it's way inside. Gulp!

Maybe this is not the best place to be at the moment. Nowhere to run, nowhere to
hide ... you get the idea. Best to make tracks while you can. EEK! You just ran
right into the thing! You're in trouble now!

You've got to do something about this, quickly. Whatever the
creature is, it isn't natural, and natural means won't stop
it. If only you had something that was supernatural.....

Whew! That was a close call, fer sure! Yet, there must have
been some reason for that thing to be hanging around here.
This calls for another investigation of the weather station.

Finally, it's time to visit (at last) the Alchemy Department.
No, your key won't work on the door, but I'll bet there's someone
inside, even at this time of night.

While the professor lets you in, he doesn't seem especially
interested in you. You also notice he's reluctant to allow you
into the lab (why, I wonder?). There isn't much to see in the
office, except for the sign-up sheet. Maybe you should take a
look at that. Maybe you could show the professor something
that would change his attitude.

Then again, perhaps that was not the wisest thing to do. Because
now you're in the lab, magically (?) imprisoned in a
pentagram, while the professor stands inside another. He's
not just standing there, either. He's calling for something and
something is definitely on its way. Something much nastier
than anything you've seen yet and you don't want to be here
when it arrives. Trust me.

If you thought you had to move fast before, that's nothing
compared to how fast you have to move now. You can't afford
any wasted movements here. You must get out of the
pentagram, and out of the room, before the thing fully
materializes. Breaking the pentagram is the only way, and
only one particular item will do the job. Otherwise, you'll end
up sacrificing yourself, in a very unpleasant manner.

When things have finally settled down in the lab, do go back
and check out what's left. The vat in particular is commended
to your attention. You'll find it a very handy item.

There is, however, some more to be done (as you probably
noticed from the score). The end of the professor does not
mean an end to the horrors. One more part of the underground
area needs to be explored. There's just one little
problem, though. Some of the things you have to bring with
you won't pass through the narrow crack in
the wall. Which brings us back to the reinforcing
rod in the steam tunnel. What do
you suppose might be on the other side, behind
the brick wall? Look at your map, and
see if anything occurs to you. Perhaps
you've heard the sound of machinery from
the other side...what might be operating at
this time of night yet? It could be worth investigating!

Ok, now you're ready for the final confrontation,
although you'll have to get by a
few nasty places first along the way. One is
the hatchery. This should not much of a
problem, actually, since the beings here
won't attack. However, you must disable
them to get further, and it's a simple matter
of being a cut-up.

Now it's down into the maze of wet tunnels.
A very confusing place, where you
could wander lost for quite some time,
without a helping hand. Does that ring any bells?
Moving along, you come to . . . slime. Horrible stuff, slime.
It will eat through anything and get on anything that comes
too close. Good thing you have the means to deal with it.
Look over your inventory for something you haven't used, yet.
Keep your cool, and the slime will cease to be an obstacle.

<img class="float-right-half" src="/public/img/articles/cgw-scorpions-tale-lurking-horror/lurking-horror-map.jpg" alt="Lurking Horror map">

At last, you penetrate to the inner chamber, and what appears
to be the central focus of the evil permeating the college. As before,
time is again short. The metal box is the key to victory; make sure
you read the description of the interior with great care. The right
connection will lead to a shocking experience, and put an end to the
lurking horror ... maybe ....

Whew! The things you have to do to get a term paper done.
Bet you never thought college could be like this (grin)! Well,
it usually isn't unless you happen to attend George Underwood
Edwards (GUE) Tech. Maybe it's time to think of
transferring elsewhere; the Space Patrol is looking for a few
good people (oh, Floyd...).

Well, that about does it for this issue. In the meantime,
if you need help with an adventure game, you can reach me in the following
ways:

On Delphi: visit the GameSIG (under the Groups and Clubs menu).
On GEnie: stop by the Games Roundtable (type: Scorpia to reach
the Games RT). On The Source: send Smail to ST1030. By US
Mail: (Remember to enclose a self-addressed, stamped envelope
if you live in the United States) Scorpia, PO Box 338,
Gracie Station, NY NY 10028.

Until next time, happy adventuring!

Copyright 1987 by Scorpia, all rights reserved.