This walkthrough of "Captivity" is in several sections, starting with a very general overview and progressing to a step-by-step command list. The entire text in this file is available within the game; simply type 'walkthru', 'walk two', 'walk three', or 'walk four'. Part 1: General. Your goal in this game is to escape the clutches of Duke Esteban. If you fail, you’ll suffer (at least notionally) what’s known as a fate worse than death. The game is fairly forgiving, in that if you do something that seals your fate you’ll probably have a chance to give it a second try (unless I forgot to implement something). Your tasks, in approximately this order, are: (1) Escape from your confinement in the tower; (2) deal with the dogs; (3) do Thibon a favor; (4) learn about the spell that keeps you from removing the necklace; (5) gather the ingredients you’ll need in order to reverse the spell; (6) find a way to force Duke Esteban to unhand you; and (7) make it over the wall. Simple, right? In order to deal with the dogs, you’ll have to figure out how to distract both Bibbidgy and Dowager Duchess Dorolinda, though not necessarily in that order. In order to gather the spell ingredients, you’ll need, among other things, to take advantage of Ulia’s obsession. Part 2: More Guidance. To get out of the tower, you’ll need to figure out how to unlock the door, and then another locked door at the base of the tower. You don’t have a key to either of them. The first door can be unlocked using something you’ll find in the room; the second will require that you look at your surroundings and notice a clue. Dowager Duchess Dorolinda has something that you’ll need. It’s on the table. She won’t let you grab it while she’s in the room, however. You’ll need to distract her. She herself will suggest a way for you to do this. The other item you’ll need in order to get rid of the dogs is in the kitchen, but it may not be revealed in your initial look at the room. Try examining the things you can see, in order to get a closer look. If you ask the ferryman about the cook, he will tell you something useful. Somewhere nearby there’s something she feels obsessive about. Once you discover it, you can tell her about it. You will then have a few turns to use the thing you stole from the duchess and the thing you spotted in the kitchen. If this isn’t clear, you might ask yourself what dogs like. Your next challenge is to convince Thibon to let you go upstairs. Ask him about himself. He’ll tell you straight up what you need to find and bring to him. Asking the duchess about the necklace will steer you in the right direction. Upstairs, you can ask the wizard about the necklace. He’ll proudly show you the scroll the magic spell is written on. Unfortunately, the scroll appears to be blank. To read what’s on it, you’ll need to get it out of the drawer, and then use two things. The first item is plainly visible, but you can’t get at it yet; the second is not visible, nor will you be able to find it yourself. This is a cruel puzzle, because you have no idea what it is you’ll need. But if you’ve thought to ask the cook about the wizard, she will have told you something useful. The wizard is sipping tea from time to time; this should suggest to you a way to get him to stop noticing what you’re up to. Once he’s out of commission, it’s time to attract the attention of a certain animal. Now you can get the key and unlock the drawer. Next, grab the thing he brought out, grab and wear something nearby, and have a look at that scroll. The spell requires three ingredients, plus a match. One ingredient is downstairs, but it’s invisible. Fortunately, you have a way to see things that are invisible. The second ingredient is also downstairs, but it’s in a locked room. The maid will happily lead you to the locked room, that part should be easy enough, but then you need to get rid of the maid. The way to do this is to use something that’s back upstairs in the duke’s bedroom. The third item should be easy to acquire (in fact, you already have it), if you take a look around the dowager duchess’s bedroom. While you’re there, check out the rugs. You can’t find the matches yourself, because the cook has hidden them, but there’s a way to learn where she hid them. Having acquired the necessities, you can put them in the brazier in the wizard’s workshop and burn them. The necklace will fall off! Unfortunately, when you go back downstairs, the duke will arrive and grab you. There is a way to deal with him, and you will definitely have what you need — that’s a promise. You need one item you’re carrying, and one item that’s already in the room. The front gate is padlocked. To get over the wall, you’ll need a way to not get sliced up by the spikes. You have already noticed (and handled) the thing you’ll need in order to do that. And that’s the happy ending! Part 3: Still More Detail. To get out of the tower, search the sheets and find the hairpin. Also, look under the bed and wear your reticule. Use the hairpin to unlock the tower door. Downstairs, look through the grille and examine the banner. This will tell you which items to press on the carved panel. Admire the duchess’s embroidery. While she’s out of the room, grab the enamel box (and put it in your reticule so she won’t see you have it). Go to the kitchen, have a look at the table, and notice the steaks. Go into the pantry. You will hear some rats. Go back to the kitchen and tell the cook about the rats. She will go into the pantry to hunt for them. Open the box, put the powder on the steaks, pick up the platter, and go out the back door. The dogs will gobble up the steaks and go to sleep. Go out to the garden, climb the tree, and get the ring. Back in the house, give the ring to Thibon. Now you can go upstairs. Ask the wizard about the necklace. Then kiss him (or, if that seems too disgusting, praise his mustache). He will fetch a hand mirror to admire his mustache. Put the white powder from the enamel box in his tea. He will drop off to sleep. Take his glasses and wear them. Put the bowl of cherries from the kitchen on the desk. When the bat flies down to eat the cherries, take the key from around her neck and unlock the drawer. Take the scroll out of the drawer and read the scroll in the mirror while wearing the glasses. Now you know what you need: A lock of your own hair, a holy relic, and some dragon scales, plus a match. Go into the dowager duchess’s room. In her sewing basket you’ll find a pair of scissors. Use the scissors to cut your own hair. While you’re there, examine the rugs and look under the lion rug. There’s a hole in the floor. When you look through the hole, you’ll see the cook hide the matchbox in the old boot. Ulia is in the duke’s bedchamber. Take one of her pamphlets and read it. She will be so thrilled she’ll invite you to come with her to the chapel. Follow her downstairs. Once she’s in the chapel, go out to the library and grab the sheet music on the harpsichord. Take it upstairs and play the music on the hurdy-gurdy. The inlaid cabinet will pop open, revealing the duke’s pornographic book. Take the book downstairs and show it to Ulia. She will rush off with it (for what purpose we needn’t inquire). Now you can get the cloth sack from the altar. Go to the kitchen, look in the boot, and get the matchbox. You’re still wearing the wizard’s spectacles. (Neither the maid nor the cook noticed — don’t ask me why.) Go down to the cellar and then behind the casks. A little dragon! Grab a handful of his scales. Now you’re ready to deal with the necklace. Go back up to the wizard’s room. Put the strands of hair, the scales, and the shoelace from the cloth sack into the brazier. Open the metal box, strike the match, and put it in the brazier. The necklace will drop off! When you go downstairs, the duke will grab you. Take the scissors from the reticule and stab him. While he’s writhing in pain, unhook the chain from the hook. The chandelier will fall on him, killing him. You may have dropped the lion rug in the hall, or you may have left it somewhere else. Get it. Go back to the garden, climb the tree, and put the rug over the spikes. Now you can go east, and you’re free. You’ve won the game. Part 4: All Commands, in Order. look under bed search sheets take reticule look out window unlock door s d look through grille press falcon press snake press axe nw w ask duchess about box praise embroidery take box z z z z e n n e w x table tell cook about rats take box open box put powder on steaks take platter n e u x nest take ring d n s take cherries s give ring to thibon u drop bowl e ask about necklace g g kiss wizard put powder in tea w take bowl e put cherries on desk take key unlock drawer open drawer take scroll take glasses and mirror wear glasses read scroll in mirror w s s take pamphlet read pamphlet follow ulia g g g g ask about sack s take music e u s s drop all take hurdy-gurdy play gaudeamus on hurdy-gurdy drop hurdy take glasses look in cabinet take book read book n n d w n show book to ulia take sack open sack take shoelace s e n d n wear glasses x dragon l take scales s u s u w look in sewing basket take scissors cut hair put scissors in reticule x rugs look under lion rug look through hole e d n look in boots take box s u e open metal box put strands and scales and shoelace in brazier take match strike match put match in brazier w w take lion rug e d take scissors stab duke unhook chain w take rug n n e u put rug on spikes e And there you have it -- you've won!