FINDING MARTIN WALK-THROUGH === PART ONE OF FIVE ============================================= --- DOORSTEP ----- x streetlamp x spider web s (to SIDEWALK) --- SIDEWALK ----- x mailbox x windmill blades turn blades (The mailbox opens.) look in mailbox take all from mailbox open envelope take phone bill read bill e (to FRONT LAWN} --- FRONT LAWN ----- look through grass (You find a rubber ball.) n (to FRONT GARDEN) --- FRONT GARDEN ----- x lawn ornaments look under Huey look under Dewey look under Louie (You see something moving.) l (You notice that the order of the penguin ornaments has changed.) look under _____ (You find a key under the last penguin ornament.) *** 5 POINTS FOR FINDING KEY *** w (to DOORSTEP) ---DOORSTEP ----- unlock door with key open door n (to LIVING ROOM, front half) --- LIVING ROOM (front half) ----- x railroad track x sofa look under cushions (You find a pocket watch.) >>The watch is a remote control device. There is a hard way and an easy >>way to change the time on the watch, but the hard way must be learned >>first. Among other things, the watch will allow you to see movies >>and television on the video screen, which provides useful information >>and hints. x watch x stem push stem (The watch opens, image on watch is Galileo, time is 12:00.) turn stem (The time stays at 12:00.) turn stem (The time stays at 12:00. Galileo really likes 12:00.) push stem (The image changes to Ben Franklin) turn stem (The video screen rises, revealing fish tanks) *** 5 POINTS FOR RAISING VIDEO SCREEN *** x tanks x strands e (The strands are too stiff; you can't get through.) push stem (The image changes to Albert Einstein) turn stem (The time changes to 2:00.) turn stem (The time changes to 4:00.) >>Einstein always causes the time to increase by two hours. This means >>that by calling 12:00 with Galileo and then using Einsten, you can >>access all of the even hours. By calling 3:00 with Newton and then >>using Einstein, you can access all of the odd hours. This is >>appropriate because Newton always was a bit odd. Einstein has been >>quoted as saying that his discoveries in physics were accomplished by >>standing on the shoulders of the giants, ie., Galileo and Newton, >>whose work in absolute physics were the foundation for Einstein's >>own work in relativity.) push stem (The image changes to James Maxwell.) turn stem (The time changes to 4:04.) turn stem (The time changes to 4:08.) >>Maxwell always increases the minutes by four, although this doesn't >>change the hour (for example: 7:56 changes to 7:00, not 8:00.) >>Maxwell likes the number four because he was able to explain >>electromagnetism using only four equations. >>The doorbell rings and you get a package delivered. This occurs >>every 20 turns that you spend in the living room until six packages >>have been delivered. It is possible that your actions, intentional >>or otherwise, may block or speed up the spam delivery; this will be >>explained later. x package open package (This reveals a can of spam.) x can drop can push stem (The image changes to Heisenberg.) turn stem (The time changes.) turn stem (The time changes.) >>The minutes are changing randomly, in honor of the Heisenberg >>Uncertainty Principle. push stem (The image changes to Fibonacci.) turn stem (The time changes to 4:01.) turn stem (The time changes to 4:01.) turn stem (The time changes to 4:02.) turn stem (The time changes to 4:03.) turn stem (The time changes to 4:05.) turn stem (The time changes to 4:08.) turn stem (The time changes to 4:13.) turn stem (The time changes to 4:21.) turn stem (The time changes to 4:34.) turn stem (The time changes to 4:55.) turn stem (The time changes to 4:01.) >>The minutes are changing according to Fibonnaci's Sequence, in >>which each number is the sum of the two numbers that come before >>it. 1+1=2, 1+2=3, 2+3=5, etc. Although the true sequence continues >>beyond 55, the watch starts over with 1. push stem (The image changes to Avogadro.) >>The doorbell rings and you get a package delivered. x package open package (This reveals the second can of spam.) x can drop can turn stem (The time changes to 6:02.) turn stem (The time changes to 10:23.) turn stem (The time changes to 6:02.) turn stem (The time changes to 10:23.) >>Chemistry students are likely to have used "Avogadro's Number" as >>part of their schoolwork. Avogardo's Number is >>6.02 x 10 to the 23rd power, a very large number which counts the >>number of molecules in a "mole". A mole is a unit of measurement >>that was invented during the early history of modern chemistry. It >>is entirely coincidental that Avogadro's face as portrayed in a >>cartoon woodcut bears some resemblance to that of the animal called a >>mole. push stem (The image changes to Isaac Newton.) turn stem (The time changes to 3:00.) turn stem (The time stays at 3:00. Newton really likes 3:00.) push stem (The image changes to Archimedes.) turn stem (The time doesn't change.) >>The function of Archimedes is to help you find the towel. This >>will be explained later. push stem (The image changes to Alexander Graham Bell.) turn stem (The sound system turns off.) turn stem (The sound system turns on.) push stem (The image changes to Galileo.) push stem (The image changes to Ben Franklin) turn stem (The video screen comes down, concealing fish tanks) x video screen >>The doorbell rings and you get a package delivered. x package open package (This reveals the third can of spam.) x can drop can put watch in pocket (Video screen shows a Bugs Bunny cartoon.) *** 5 POINTS FOR POCKET WATCH ACTIVATION *** turn stem (The video screen rises, revealing the fish tanks.) x fish x rug look under rug roll up rug read rug tag unroll rug n (to Living Room, back half) --- LIVING ROOM (back half) ----- x bookcases take "The Bedtime Story Book" open book >>Some sheet music falls out; a ferret tries to take it. read book turn page read book turn page >>The doorbell rings and you get a package delivered. x package open package (This reveals the fourth can of spam.) x can drop can read book turn page x sheet music (Handel's Water Music) put sheet music on music stand sit on piano bench play piano (You hear drops of water falling.) stand take "The Boy Who had No Words" open book read book turn page read book turn page read book turn page read book >>The doorbell rings and you get a package delivered. x package open package (This reveals the fifth can of spam.) x can drop can turn page read book x computer turn on computer x computer sit on desk chair use computer turn on spam filter read e-mail stand open sliding door n (to West Courtyard) --- WEST COURTYARD ----- e (to East Courtyard) --- EAST COURTYARD ----- x dog read brass tag turn tag x patch of loose dirt w (to West Courtyard) s (to Living Room, back half) s (to Living Room, front half) w (to Hallway) --- HALLWAY ----- x cuckoo clock start pendulum x clock >>Starting the pendulum is actually not necessary. The cuckoo >>clock time remains at 12:00 unless the clock has information >>to offer. When this happens, read the time and go to a room >>with a video screen (such as the front half of the Living >>Room). Make sure the video screen in down. Set the pocket >>watch to the time that the cuckoo clock said, and then put the >>watch in your pocket. Something will happen (perhaps on the >>video screen, perhaps on the sound system, or perhaps >>involving something else) that will provide you with some >>information or a clue. w (to Bathroom) --- BATHROOM ----- >>The bathtub is full. This is because you played Handel's >>water music on the piano. Each time you play "Water Music" >>there is an effect on the water in the bathroom: >> 1. Tub fills >> 2. Tub drains >> 3. Sink fills >> 4. Sink drains >> (cycle repeats) scratch nose x mirror take bath (But you have no towel!) e (to Hallway) s (to Bedroom) --- BEDROOM ----- take feather x feather x closet x dart board x dresser x photographs >>This mentions the dog playing on front lawn with red rubber >>ball. If you haven't already found the ball, go to the front >>lawn and look in the grass. throw ball *** 5 POINTS FOR ACHIEVING FRIENDSHIP WITH THE DOG *** open top drawer take security badge wear badge open bottom drawer take small phone book open small phone book read book turn page read book turn page read book n (to Hallway) e (to Living Room, front half) --- LIVING ROOM, front half ----- e >>The strands are still too stiff, but you notice that the fish are >>looking at your books. x fish read book open "The Boy Who Had No Words" read book (This book is the favorite of the fish in the tanks.) *** 5 POINTS FOR MAKING THE FISH HAPPY *** e (to Dining Room by the west end of the table) --- DINING ROOM by the west end of the table ----- x table x chandelier ne (to Dining Room by the china cabinet) --- DINING ROOM by the china cabinet ----- x china cabinet x bluebirds open cabinet take all from cabinet se (to Dining Room by the side board) --- DINING ROOM by the side board ----- x side board open drawer take all from drawer w (to Dining Room by the east end of the table) --- DINING ROOM by the east end of the table ----- put plate on table (You hear a click.) look up (One bulb is lit.) put fork to left of plate put knife to right of plate put spoon to right of knife put glass above and to right of plate s (to Dining Room by the south end of the table) --- DINING ROOM by the south end of the table ----- put plate on table put fork to left of plate put knife to right of plate put spoon to right of knife put glass above and to right of plate look up (ten bulbs are lit) w (to Dining Room by the west end of the table) --- DINING ROOM by the west end of the table ----- put plate on table put fork to left of plate put knife to right of plate put spoon to right of knife put glass above and to right of plate n (to Dining Room by the north end of the table) --- DINING ROOM by the north end of the table ----- put plate on table put fork to left of plate put knife to right of plate put spoon to right of knife put glass above and to right of plate *** 5 POINTS FOR MOVING THE CHINA CABINET *** >>Since setting the table is somewhat tedious, you will be >>glad to know that there is a short-cut for moving the >>china cabinet without actually setting the table. >>However, this short-cut is not revealed until later in the game. n (to Dining Room by the china cabinet) n (to Kitchen) --- KITCHEN ----- x black box read report card >>The dog's movements are random unless you give him a command >>such as SAY "HEEL" TO DOG, or SAY "STAY" TO DOG, or unless you tire >>him out by throwing the ball many times, in which case he will >>come to the kitchen for a drink of water. >>If you don't see the dog in the kitchen right now, wander around >>until you find the dog. The most likely places to find him are >>the courtyard, the living room, dining room, or the kitchen. >>The report card informs you that the dog is good at tracking. >>To use this feature, show an object to the dog and wait >>to see if the dog leaves the room to try to find a similar object >>like the one shown to you. Go in the same direction that the dog >>went. The dog will lead you to the location of a similar object. >>The following commands are a sample that will work if the dog happens >>to be in the Dining Room by the china cabinet when you show him the >>feather. If the dog is somewhere else you may need to modify the >>commands somewhat so that you will go in the same direction that >>the dog went. x stone door s (to Dining Room by the china cabinet) sw (to Dining Room by the west end of the table) show feather to dog >>You had previously found the feather on the floor of the bedroom, >>near the closet door. Since there is a dartboard on the closet door >>and since the description of the feather suggests that it might have >>fallen off of a dart, you are hoping that the dog will lead you to >>darts that can be used to open the closet door. w (to Living Room, front half) w (to Hallway, clock cuckoos) --- HALLWAY ---- x clock (time is 9:00) >>This is a hint for us to set the pocket watch to 9:00. We'll do >>that later since right now we're busy following the dog. s (to Bedroom) --- BEDROOM ----- >>The dog, tracking the yellow feather, sits next to the bed >>and looks up. look up (You see three darts stuck into the ceiling above the bed.) >>Another way to notice the darts for the first time >>would be to "Lie on bed". say "stay" to dog stand on bed take yellow dart (You can't quite reach it.) jump (You take one dart.) jump undo >>Jumping on the bed a second time will break the bed. If this happens >>to you, be sure to use the "undo" command since you don't >>want to break any furniture. You'll have to return for the >>third dart later, when you have a tool that will extend your reach >>a little farther. get off bed look under bed (You find a white sock.) say "sit" to dog show white sock to dog >>The dog goes under the bed and brings you a blue sock. take blue sock show blue sock to dog >>The dog goes under the bed and brings you a long black sock. take long black sock show long black sock to dog >>The dog leaves the room heading north. You follow by going in the >>same direction where the dog went. n (to Hallway) e (to Living Room front half) n (to Living Room back half) --- LIVING ROOM, back half ----- >>The dog points behind the bookcases. look behind bookcases >>You can't see behind the bookcases because the space is too narrow, >>but you realize that the ferret is responsible for taking at least >>one sock back there. You'll have to come back later when you >>have some more information about how to catch the ferret and >>some ideas for how you can use the ferret to get the sock. s (to Living Room, front half) e (to Dining Room by west end of the table) ne (to Dining Room by china cabinet) n (to Kitchen) --- KITCHEN ----- x sink take sink stopper put stopper in left drain turn on faucet turn off faucet take stopper >>As the water spirals down the left drain, the pantry door slides >>open, revealing a pantry that is entirely filled with a phone booth. *** 5 POINTS FOR OPENING ONE OF THE KITCHEN PANELS *** w (to Phone Booth) --- PHONE BOOTH ----- x phone x device push lever up pick up receiver dial "*27398" >>This is derived from reading the small phone book, which you >>found in the middle dresser drawer in the bedroom. The small >>phone book instructs you to dial a "*" followed by a >>five-digit access code. The access code is hinted at by the >>list of five words. For each word, take the total number of >>items that there are in the set: >> TWEEDLE DEE = 2 >> (Tweedle Dee/TweedleDum "Through the Looking Glass") >> BASHFUL = 7 (Seven Dwarves "Snow White") >> ATHOS = 3 (Three Musketeers) >> SATURN = 9 (Nine planets in our solar system) >> BLITZEN = 8 >> (Eight reindeer pulling the sleigh of Santa Claus) *** 5 POINTS FOR USING THE PHONE ACCESS CODE *** --- PHONE BOOTH ----- press "1" >> The lighting in the phone booth gets brighter.) x device press "2" (You get a small battery.) press "3" >> You get a shower and your hair gets full of static. press "4" (Phone booth moves upstairs) e (to Landing) n (to Short Hall) --- SHORT HALL ----- open east door (Door is locked.) s (to Landing) w (to Phone Booth) --- PHONE BOOTH ----- press "9" (Phone Booth returns to pantry.) press "5" (You get a fifty dollar bill) press "6" >>You hear a joke that can help you get a bonus point >>later. press "8" (You get some advice about jellyfish.) press "7" >>You get a menu about going on some remote trips. >>You should save the game before going on any remote >>Always use a different name for the game so that you >>will have a variety of saved games to choose from if >>you want to restore to an earlier point in the game. >>Going on remote trips requires that you bring a >>special object that is the right object for where you >>want to go. In order to go to work, you must have the >>Employee badge that you found in the top drawer of the >>bedroom dresser. save === PART TWO OF FIVE ============================================= press "3" --- PHONE BOOTH, in the Employee Parking Area ----- e (to the Employee Parking Area) --- EMPLOYEE PARKING AREA ----- n (to get to the building complex) --- NORTH END OF THE LONG HALLWAY ----- open door >>The door squeaks. Soon the boss will investigate. n (to the Department Reception Area) say "Your fish looks sick" to receptionist (optional) give battery to receptionist >>she gives you a screwdriver >>The receptionist gets fired and you get kicked out. >>But the important thing to notice is that she leaves >>the door to the coffee room open. This creates an >>opportunity for you to go back to the office, get to >>the coffee room, close the door, and wait (or do other >>things) until the boss stops investigating >>the squeaky door. As long as you don't squeak the >>south door again you'll be safe from the boss. But it >>wouldn't hurt to take off the badge in order to make >>sure he doesn't confiscate it. --- EMPLOYEE PARKING AREA ----- n (to get to the building complex) --- NORTH END OF THE LONG HALLWAY ----- open door n (to the Department Reception Area) n (to the coffee room) --- COFFEE ROOM ----- close door read memo (or just wait.) >>You hear the boss moving around.) take mug (or just wait. All is quiet now.) open door *** 5 POINTS FOR HIDING FROM THE BOSS AT WORK *** fill mug with coffee s (to reception area) open west door w (to research lab) --- RESEARCH LAB ----- take lab coat take goggles wear lab coat give screwdriver to ben (You get the allen wrench.) *** 5 POINTS FOR GETTING A TOOL AT WORK *** give wrench to ben (You get long-nosed pliers.) >> These would be perfect to help your reach the darts in the bedroom >>ceiling. e (to reception area) --- DEPARTMENT RECEPTION AREA ----- open south door (The door squeaks.) >>Better get out of here soon. The squeaky door >>always brings the boss out to investigate. s (to hallway) --- NORTH END OF THE LONG HALLWAY --- s (The cart appears.) get on cart (You are returned to the Employee Parking Area.) --- EMPLOYEE PARKING AREA ----- w (to Phone Booth) --- PHONE BOOTH, in the Employee Parking Area ----- press "9" (The phone booth returns to the pantry.) --- PHONE BOOTH, in the pantry ----- e (to kitchen) --- KITCHEN ----- >>You're carrying around so much, let's drop some of it. >>The kitchen is a good place to leave things. drop envelope, catalogs, phone bill drop key, bedtime book, boy book drop feather, phone book, blue sock drop black sock read note >>Aha! The e-mail password is the value of pi to 8 digits, which >>can be remembered by counting the letters in the phrase of >>the PS in the note. It's as easy as cake, er.. well, as easy as pie. >>Circular reasoning is irrational - hmm, only a mathematician >>would guess pi without reading Bo's note. drop note s (to Dining Room by the china cabinet) sw (to Dining Room by the west end of the table) w (to Living Room front half) n (to Living Room back half) --- LIVING ROOM (back half) ----- sit on desk chair type "3.1415926" >>The password is accepted and you read the note. >>You realize that the receptionist has sent Martin >>an optical filter in a can of spam. But you didn't >>find the filter, and the delivery of spam stopped... >>It stopped because you turned on the spam filter. >>You'd better turn it back on in case the can with >>the filter is still waiting to be delivered. turn off spam filter (You get another package.) >>Turning off the spam filter always gives a package >>delivery. This means that you can speed up the >>package delivery by turning the spam filter on and >>off. The optical filter is in the sixth can of spam. x package open package x can (It's a fake can with a hinged lid!) open lid take plastic x plastic (The shape looks like it will fit in the goggles.) put filter in goggles stand wear goggles *** 5 POINTS FOR WEARING ACTIVATED GOGGLES *** >>Because your vision and your imagination is enhanced >>by the goggles, some objects will look different to >>you because you are seeing things through a "fiction >>filter". The lenses are green like in the Wizard of >>Oz. In many places you will see references to books, >>movies, plays, legends, jokes, and other forms of >>make-believe. This will open new possibilities and >>may suggest short-cut hints. But some tasks are >>done better without wearing the goggles. s (to Living Room, front half) --- LIVING ROOM (front half) ----- x rug sit on rug fly (Doesn't work.) stand roll rug read rug tag w (to Hallway) --- HALLWAY ----- >> The clock cuckoos. Another hint. You already have 9:00 >> as a hint that you haven't investigated yet. x clock (The time is 11:11.) s (to Bedroom) --- BEDROOM ----- x watch (The image is Franklin. Time is 3:00.) turn stem (The video screen comes down.) >>There is a video screen in the kitchen, living room, and bedroom. >>It's good to have a video screen down when investigating cuckoo >>clock hints because some hints involve movies or TV. >>First we'll do 9:00, and then 11:11. push stem (The image changes to Einstein.) turn stem (Time changes to 5:00.) turn stem (Time changes to 7:00.) turn stem (Time changes to 9:00.) put watch in pocket wait (Train arrives.) >>9:00 calls the train. All of the times in the hour of 9 >>have someting to do with the train. turn stem (Time changes to 11:00.) push stem (The image changes to Maxwell.) push stem (The image changes to Heisenberg.) push stem (The image changes to Fibonacci.) turn stem (Time changes to 11:01.) turn stem (Time changes to 11:02.) turn stem (Time changes to 11:03.) pull stem (The image changes to Heisenberg.) pull stem (The image changes to Maxwell.) turn stem (Time changes to 11:07.) turn stem (Time changes to 11:11.) put watch in pocket >>The video screen shows a movie involving hypnotism by >>swinging a pocket watch. This reveals a shortcut for setting the >>time by swinging the watch. We'll use this later. For now let's >>raise the video screen so as not to block the door. pull stem (The watch opens.) pull stem (The image changes to Einstein.) pull stem (The image changes to Franklin.) turn stem (The video screen rises.) stand on bed take red dart with pliers take green dart with pliers >>If you don't already have the yellow dart, get it now. get off bed throw yellow dart (The order doesn't matter.) throw red dart throw green dart (The closet door opens!) *** 5 POINTS FOR OPENING THE BEDROOM CLOSET DOOR *** look in closet x robe >>There are letters embroidered on the robe. >>The letters look like they should read "KM" except that the "K" is >>written backwards. Actually this is Martin Kessler's initials >>written backwards, intended for reading in a mirror. take robe take off lab coat wear robe x jacket look in jacket pockets take receipt take yellow dart look under bed >>You're afraid to look under the bed. You don't want the boogie man >>to get you. n (to Hallway) w (to Bathroom) --- BATHROOM ----- >>Looks like a rain forest with the goggles on. Instead of water >>there are brightly colored machine tools in the bathtub. x mirror (The medicine cabinet opens.) >>This also works without the goggles. *** 5 POINTS FOR OPENING THE MEDICINE CABINET *** look in cabinet (This reveals a giraffe and rubber duckie.) take duckie (The giraffe won't let you.) take off goggles (Now the giraffe is gone.) take duckie wear goggles e (to Hallway) e (to Living Room, front half) e (to Dining Room by west end of the table) ne (to Dining Room by china cabinet) >>The blue birds make you feel like singing "Zip-A-Dee-Doo-Dah". sing "zip-a-dee-doo-dah" (China cabinet moves to conceal opening.) sing "zip-a-dee-doo-dah" (China cabinet moves to reveal opening.) >>You'll never need to set the table again. This also works without >>the goggles. n (to kitchen) --- KITCHEN ----- take off robe drop robe x stone door (A reference to "Lord of the Rings") say "mellon" to stone door (The door opens.) >>This also works without the goggles. Alternatively you can open >>the stone door by draining both basins at the same instant, which >>is difficult but not impossible to do with only one >>sink stopper. *** 5 POINTS FOR OPENING THE STONE DOOR IN THE KITCHEN *** e (to Outside the Back Door) n (to By the Raspberry Bush) --- BY THE RASPGERYY BUSH ----- x bush x trellis s (to Outside the Back Door) w (to Kitchen) w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- press "4" (Phone booth goes upstairs.) --- PHONE BOOTH, by the second floor landing ----- e (to Second Floor Landing) n (to Short Hall) >>You hear someone moving behind the east door. --- SHORT HALL ----- knock on east door >>Five penguins run out and go into the Phone Booth. This only works >>if you have the goggles on. Otherwise the penguins would be lawn >>ornaments in the front garden. s (to Second Floor Landing) w (to Phone Booth) --- PHONE BOOTH, by the second floor landing ----- press "7" Press "1" (Phone Booth goes to the zoo.) >> You must have penguins in the phone booth >> at this point. --- PHONE BOOTH, at the zoo entrance ----- e (to Zoo Entrance) --- ZOO ENTRANCE ----- *** 5 POINTS FOR GETTING TO THE ZOO *** >>The zoo, as seen through the goggles, is themed on the avante garde >>Theatre of the Absurd, making references to the plays "Rhinoceros", >>"The Madwoman of Chaillot", and "Waiting For Godot". If you wander >>around enough, some of the animals start turning into rhinoceroses. >>There is also a reference to the author Kafka, who, although >>not involve in theatre, wrote a short story about a man turning into >>a giant cockroach. >>The animals also give hints through their gestures and sounds. >>Later, when you have developed the ability to understand animals, >>you should come back and find out what they're trying to tell you. >>The zoo is a real place and Martin goes their regularly without >>the goggles (he uses a real penguin feather instead of the >>fictional penguins). You however, become very attached to the >>penguins, as if they were your nephews, and the thought of >>being at the zoo without them is too sad for you. Since without the >>goggles the penguins would be lawn ornaments in the front >>garden, your experience of the zoo will always be fictional with the >>goggles. --- ZOO ENTRANCE ----- e (to Zoo Center) sw (to Southwest Exhibit) --- SOUTHWEST EXHIBIT ----- x kafka ne (to Zoo Center) s (to South Exhibit) --- SOUTH EXHIBIT ----- x olga x katrinka n (to Zoo Center) se (to Southeast Exhibit) --- SOUTHEAST EXHIBIT ----- x captain hook x lever push lever up (The barrier between the two exhibits is raised.) nw (to Zoo Center) --- ZOO CENTER ---- give fifty dollar bill to vendor >>The penguins take the balloons and run off to the northeast. >>You find a black penguin feather. If you find that you need >>to go back to the house to get something while the penguins stay >>at the zoo, the black feather will serve the object orientation >>of the phone booth to get you back to the zoo. ne (to Northeast Exhibit) --- NORTHEAST EXHIBIT ----- >>Stewie has gotten hold of all five balloons and is floating >>around above the exhibits, moving from one exhibit to the next. >>In order to rescue him, you first need to empty one of the >>exhibits so that he will have a safe place to come down. x tiger sw (to Zoo Center) se (to Southeast Exhibit) -- SOUTHEAST EXHIBIT ----- >>Previously you have raised the barrier between the crocodile and >>hippo exhibit, and you noticed that the baby hippo was interested >>in your rubber duckie. throw duckie >>You throw the rubber duckie into the crocodile exhibit. >>The baby hippo swims towards it and her mother follows. The >>hippo exhibit is now empty and will be a safe place for Stewie >>to come down. Bringing down the barrier between the exhibits is >>not strictly necessary although it seems like a sensible precaution. *** 5 POINTS FOR MOVING THE HIPPOS *** >>You have now made a safe place for Stewie to come down >>by moving the hippos. Now you need to wait for him at the >>South Exhibit and shoot a balloon with a dart. If you don't >>have a dart with you, you can go home and get one now. But >>be sure to bring the black penguin feather with you or else >>you won't be able to use the phone booth to get back to the zoo. nw (to Zoo Center) s (to South Exhibit) wait wait wait wait throw dart at balloons >>Stewie comes down and gives you a small cloth sack in gratitude. >>You get the rubber duckie back, but you lose the dart and the >>black penguin feather. *** 5 POINTS FOR GETTING STEWIE DOWN FROM THE BALLOONS *** n (to Zoo Center) w (to Zoo Entrance) w (to Phone Booth) press "9" (Phone Booth goes back to pantry.) --- PHONE BOOTH, in the pantry ----- press "7" press "4" (Phone Booth goes to the WalMart parking lot.) >>This works only if you have the WalMart receipt, which you >>obtained from the pocket of the jacket that was inside the >>bedroom closet. --- PHONE BOOTH, in the WalMart parking lot ----- e (to parking lot) --- WALMART PARKING LOT ----- s >>You can't get to Wal Mart, too many people. But trying to >>go south makes it possible for you to get the bottle of >>coconut-scented hair conditioner. Warning -- don't pour the >>hair conditioner into the phone. You will find that taking >>a shower without hair conditioner has some advantages. take bottle look under nash rambler take kitten >>You can't get the kitten yet because the mother cat isn't ready >>to let them go yet. Try again much later when you have progressed >>further in the game. n (to Takamine's General Store) >>>The goggles are not necessary for anything involving the store. >>In fact, everything about the store is the same with or without the >>goggles because the store was built by a very odd man, Mr Takamine. >>However, if you happen to approach the store while wearing the >>goggles, you will get a hint refering to the poem in "Alice in >>Wonderland" about the walrus and the carpenter. This poem >>could provide hints about some of the puzzles at the store. >>There also is a reference to the Beatle's song that contains the >>phrase "I am the Walrus", but this is just for fun. --- FIRST LEVEL ----- >>The store, which looks like a pagoda, has five levels themed along >>the elements of stone, water, fire, air, and nothingness. There are >>also four representations of Japanese Warrior Kings who protect >>us from demons. Some of the symbols inside the store relate to >>feng shui and foo dogs, primarily Chinese traditions but also >>used (with some modifications) in Japanese culture. >>The cobblestone floor has loose pebbles. x large book read book turn page read book turn page read book turn page read book turn page read book turn page take book (You can't, it's too big. And it's open!) close book (This reveals a pebble-sized indentation in the table.) take pebble put pebble in indentation (Panel opens.) *** 5 POINTS FOR OPENING THE PANEL IN THE STORE *** e (Climb the stairs.) --- SECOND LEVEL ----- x cabinet open cabinet take bowl eat porridge x bowl wash bowl >>This is a reference to a Zen koan about washing your bowl >>after eating your porridge. Also, the change in perspective >>when bending to wash enables to see something you might >>not have noticed otherwise, which is also very Zen. >>The section above is not required, but it points out to you >>that there is a hole in the ceiling. stand on turtle (too slippery. Better sit instead.) sit on turtle >>The turtle pops upward into a tower of turtles, in homage to >>a Terry Pratchett novel about the earth being supported on the >>back of an infinite tower of turtles. "It's turtles all the way down!" --- THIRD LEVEL ----- *** 5 POINTS FOR GETTING TO THE THIRD LEVEL OF THE STORE *** x green candle (smells like pine trees) x ivory candle (smells like vanilla) x red candle (smells like cinnamon) x warrior king (empty quiver) x box of rice ash (made in Phoenix) look in rice ash (You find an arrow.) take arrow put arrow in quiver >>The statue shoots the arrow, causing the tip of the arrow >>to burst into flames. It hits the ceiling panel with the >>red wax, causing a drop of ceiling wax to fall in the ash. >>Then the red phoenix bird rises from the ashes and flies to the >>ceiling, trailing a rope ladder tail. *** 5 POINTS FOR CAUSING THE PHOENIX TO RISE FROM THE ASHES *** climb ladder --- FOURTH LEVEL ----- read sign x painting clap (A panel in the north wall opens, revealing an elevator.) >>Clapping is suggested by the painting. Also, clapping fits in with >>the element of this level, which is air or wind. n (to Elevator) --- ELEVATOR ----- touch rectangle (Elevator goes up to the Fifth Level.) s (to Fifth Level) --- FIFTH LEVEL ----- *** 5 POINTS FOR GETTING TO THE FIFTH LEVEL OF THE STORE *** x broccoli barrel x unmarked barrel open unmarked barrel get in barrel (You are transported to the Japanese Garden.) --- JAPANESE GARDEN ENTRANCE ----- *** 5 POINTS FOR GETTING TO THE JAPANESE GARDEN BEHIND THE STORE *** ne (to the Stone Step) --- STONE STEP ----- open door (You can't see any way to do it.) n (The door won't open for you.) take off shoes (The door opens for you and you go inside.) --- TEA HOUSE ----- *** 5 POINTS FOR GETTING INTO THE TEAHOUSE *** x cassettes play cassettes s (to the Stone Step) sw (to the Japanese Garden Entrance) s (to the First Level) drop bowl (if you still have it) s (to the Wal Mart Parking Lot) w (to the Phone Booth) --- PHONE BOOTH, in the WalMart parking lot ----- press "9" (Phone booth goes back to pantry.) === PART THREE OF FIVE ============================================= --- PHONE BOOTH, in the pantry ----- press "4" (Phone booth goes upstairs.) e (to Second Floor Landing) n (to Short Hall) --- SHORT HALL ----- x shelf open sack look in sack take pawn put pawn on shelf >>The fuzzy chamber turns until the opening is facing you. *** 5 POINTS FOR SUMMONING THE FUZZY CHAMBER OPENING *** w (into the fuzzy chamber) take eye tile (out of the sack) *** 5 POINTS FOR TURNING THE FUZZY CHAMBER FROM THE INSIDE *** >>The chamber turns whenever you take a tile out of the sack or >>put a tile in the sack. >>The chamber turns whenever you take a tile out of the sack, >>once for the eye tile, twice for the ear tile, three times for the >>nose tile, four times for the mouth tile, and five times for the >>hand tile. The axis of rotation changes every three moves. >>Putting a tile back into the sack (if done immediately) >>exactly reverses the movement >>that was made when you took it out of the sack, and vice versa. >>Here is one way to experiment with the tiles: >>Before you get into the chamber, make sure that all the tiles are >>in the sack. Take out the eye tile, write down where it takes >>you, put it back in. Now you are back where you started. >>Do the same for all four tiles. Now you have a map for where >>they all go, as long as you start at the same orientation. >>Getting out and getting into the chamber will not affect this. >>However, if you "call the hole" from a different shelf, >>things will change. Remember, there are three different >>orientations of the chamber that share the hole facing in >>any particular direction. >>The chamber will go to the reset position whenever you take the >>"shelf object" off the shelf. When you put the "shelf object" >>back on the shelf, the hole is called to you. x eye tile d (to laundry room) --- LAUNDRY ROOM ----- x shelf open dryer (You can't because you're not wearing matching socks.) stand on dryer u (to fuzzy chamber) --- FUZZY CHAMBER ---- put eye tile in sack (The hole faces east). take ear tile (The hole faces west). x ear tile w (to Rachel's Bedroom) --- RACHEL'S BEDROOM ---- x mural x dresser x bedside table x shelf take sketchbook >> The chamber resets to the starting position. x sketchbook >> The sketchbook, when it's on the page with the campfire, is the "shelf object" for >> this shelf. You can't get out of Rachel's room with the sketchbook unless you >> replace it with something else that will serve as the "shelf object" (something >> with fire). turn page x sketchbook turn page x sketchbook turn page put sketchbook on shelf (The chamber turns to bring the hole to you.) >>Now that you have called the hole from Rachel's shelf, taking >>out tiles will behave differently than it did when you called it from the >>chessboard shelf. put ear tile in sack e (to fuzzy chamber) take ear tile (The chamber turns so that the hole faces east.) >>In order to continue your exploration, it would be best to reset the >>chamber from the chessboard shelf. e (to short hall) --- SHORT HALL ----- take pawn (The chamber goes to the starting position.) put pawn on shelf (The chamber turns to bring the hole to you.) w (to fuzzy chamber) --- FUZZY CHAMBER ----- take mouth (The chamber turns so that the hole faces north.) x mouth tile n (to Balcony) --- BALCONY ----- x shelf s (to fuzzy chamber) --- FUZZY CHAMBER ----- put mouth in sack (The chamber turns so that the hole faces east.) e (to Short Hall) take pawn (The chamber goes back to starting position.) s (to Second Floor Landing w (to Phone Booth) Press "9" (Phone Booth goes down to pantry) e (to Kitchen) s (to Dining Room by the china cabinet) sw (to Dining Room by the west end of table) w (to Living Room, front half) n (to Living Room, back half) --- LIVING ROOM (back half) ----- push beethoven's nose (The bust makes a one quarter turn.) push beethoven's ear (The bust makes a one quarter turn.) push beethoven's forehead (The bust makes a one quarter turn.) push beethoven's chin (The bust makes a one quarter turn.) >>The order is important here, otherwise the bust will not turn (or else >>it might turn in the wrong direction.) When the bust turns completely >>around this way, the west wall rises and reveals the dance studio. >>Reversing the order an the direction of turning can bring the wall >>back down again, concealing the dance studio. *** 5 POINTS FOR OPENING THE WEST WALL OF THE LIVING ROOM *** w (to Dance Studio) >>Assuming that the west wall has been lifted by touching the bust >> correctly. --- DANCE STUDIO ----- take slippers e (to Living Room, back half) s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) --- KITCHEN ----- x sink look in sink cabinet >> This reveals a pair of black tap shoes. They belong to Martin, >> but apparently the dog has chewed them and they're no >> longer wearable. You'll have to find another pair of tap shoes. w (to phone booth) -- PHONE BOOTH, in the pantry ----- >> Now that you have the ballet slippers you can go visit mom. press "7" press "6" (phone booth flies you to New York City) n (to City Sidewalk) --- CITY SIDEWALK ------ w >> The doorman rings the apartment of Raina Kessler but there's >> no answer. He thinks she's in Central Park. You go back to >> where you were. n >> The crazy man thinks you're a shaman and tells you to seek >> the buffalo You go back to where you were. e >>You can't get across the street, but a horse-drawn carriage >>pulls over and offers you a rid into the park. >>You need money or one of his tokens. give twenty dollar to driver >>You get $10 change and a ride into the park. The driver says >>to whistle when you want a ride back. In the park you >>encounter a situation where old men need a white chess pawn. >>Since you have one (after solving the zoo puzzle), you >>are in a position to help. give pawn to old men >>This leads you on into a scene that ends up with your being >>given a pair of white tap shoes. *** 5 POINTS FOR GETTING THE WHITE TAP SHOES *** take pawn whistle >> The horse-drawn carriage takes you back to the city sidewalk. s (to phone booth) press "9" (The phone booth goes back to the pantry.) e (to kitchen) --- KITCHEN ----- put ear tile in sack take off brown shoes take off brown sock take off black sock drop brown shoes, brown sock, black sock wear white sock wear white tap shoes >> You don't need your shoes to match the sock, this is >> just a coincidental effect of making more room to >> carry things. drop slippers, fake can, pawn drop mug put receipt in pocket s (to Dining Room by the china cabinet) sw (to Dining Room by the west end of table) w (to Living Room, front half) w (to hallway) --- HALLWAY ----- >> The clock cuckoos. x clock (The time is 6:12) e (to Living Room, front half) e (to Dining Room by the west end of table) ne (to Dining Room by the china cabinet) n (to kitchen) --- KITCHEN ----- swing watch say "6:12" to conductor (The time changes to 6:12) put watch in pocket >> The video screen shows Fred Astaire dancing with >> a coat rack. He also dances up the walls and >> on the ceiling. >> You'll have to go back to work to get the >> coat rack. w (to phone booth) press "7" press "3" (The phone booth goes to the Employee Parking Area.) --- PHONE BOOTH, in the Employee Parking Area ----- e (to parking area) n (towards building complex, cart takes you) open door n (to reception area) n (to coffee room) --- COFFEE ROOM ----- close door read memo >> With the goggles, the memo is slightly different. wait open door s (to reception area) open west door w (to research lab) --- RESEARCH LAB ----- take coat rack e (to reception area) open south door s (to hallway) s (brings cart) get on cart (takes you to parking area) w (to phone booth) press "9" (Phone booth goes back to pantry.) --- PHONE BOOTH, in the pantry ----- e (to kitchen) s (to Dining Room by the china cabinet) sw (to Dining Room by the west end of table) w (to Living Room, front half) n (to Living Room, back half) w (to Dance Studio) --- DANCE STUDIO ----- drop coat rack x indentations push indentations (The skylight opens) dance (The game asks you: What kind of dancing?) tap >> You hear a hollow spot in the floor, and wedged >> between the cracks is a business card telling you >> to meet Dolly Levi on the other side of the wardrobe. >> This requires wearing tap shoes and goggles. take coat rack dance with coat rack >> You dance on the walls and the ceiling and go through >> the skylight to the attic. This requires that the skylight >> have been previously opened, and you must be wearing the >> goggles. --- ATTIC ----- *** 5 POINTS FOR GETTING THROUGH THE SKYLIGHT *** x stack open green latch (can't do it) smell green latch (pine trees) smell white latch (coconut) smell red latch (roses) x white elephant x white trunk give bottle to white trunk (The white latch opens.) e (to wardrobe) --- WARDROBE ---- >> Since you have brought the business card that you found >> by tap dancing in the dance studio and since yoou are wearing >> the goggles, Dolly Levi teaches you the time step (shuffle, >> hop, step, flap, step) and Shuffle-Off-To-Buffalo (flap, >> shuffle, hop), backwards and forwards. You end up back in >> the attic. --- ATTIC ----- d (to dance studio) --- DANCE STUDIO ----- flap shuffle hop >> The floor opens. *** 5 POINTS FOR OPENING THE DANCE STUDIO FLOOR *** d (to Tunnel, south end) n (to Tunnel, north end) open trap door u (to Gazeobo) --- GAZEBO ----- >> The trapdoor slams shut. x basket x strap w (to Secret Garden, near west wall) --- SECRET GARDEN (near the west wall) ----- x fountain e (to Gazebo) --- GAZEBO ----- pick rose pick daisy pick tulip open trapdoor d (to Tunnel, north end) >> The trapdoor slams shut. s (to Tunnel, south end) u (to dance studio) --- DANCE STUDIO ----- e (There's a wall in the way.) hop shuffle flap (The wall opens.) e (to Living Room, back half) s (to Living Room, front half) e (to Dining Room by west end of the table) ne (to Dining Room by china cabinet) n (to Kitchen) --- KITCHEN ----- drop daisy drop tulip w (to phone booth) press "7" press "4" (The phone booth goes to the store.) e (to parking lot) n (to store, first level) u (to store, second level) sit on turtle (to store, third level) --- THIRD LEVEL ----- take green candle sit on turtle (to store, second level) d (to store, first level) s >> You can't. You have to pay for the candle. put ten dollar bill in mouth s (to parking lot) >> You get change from the foo dog. w (to phone booth) press "9" (The phone booth goes back to the pantry.) --- PHONE BOOTH, in the pantry ----- press "7" press "3" (The phone booth goes to work.) e (to employee parking area) --- EMPLOYEE PARKING AREA ----- n (get on cart, go to hallway) open door n (to Reception Area) n (to coffee room) close door wait wait open door s (to Reception Area) open west door w (to Research Lab) --- RESEARCH LAB ----- wear lab coat turn on burner >> You must be wearing a lab coat and carrying a tool that the technicians >> are interested in. light candle >> This has the side effect of giving you the Phillips screwdriver. >> Good, you can use this the nest tim you run into Mrs. McGillicuddy. >> She's probably at the vet's office with her sick fish. e (to Reception Area) open south door s (to hallway) s get on cart w (to phone booth) press "9" (Phone booth returns to pantry.) --- PHONE BOOTH, in the pantry ----- e (to kitchen) s (to Dining Room by the china cabinet) sw (to Dining Room by the west end of table) w (to Living Room, front half) n (to Living Room, back half) w (to Dance Studio) dance with coat rack (to attic) --- ATTIC ----- give candle to white trunk (White latch opens.) >> The candle must be lit, otherwise the smell is too faint. give rose to trunk (Red latch pops open.) open trunk *** 5 POINTS FOR OPENING THE BLACK TRUNK *** take all from black trunk open fan x fan turn fan x fan turn fan wave fan close fan d (to dance studio) --- DANCE STUDIO ----- e (to Living Room, back half.) s (to Living Room, front half.) w (to Hallway) w (to Bathroom) --- BATHROOM ----- >> The fan snaps open. wave fan >> You experience a memory. Then the fan turns. *** 5 POINTS FOR GETTING A MEMORY FROM THE FAN *** wave fan >> You experience a different memory from the other side of the >> fan. The fan closes. take tools >> This works if you're wearing the goggles, the tub is full, and if >> you haven't taken the tools previously. e (to hallway) e (to Living Room, front half) open front door >> You had closed the door after each spam package delivery. s (to doorstep) --- DOORSTEP ----- x web >> In the pattern of the web you read the words "Some >> Duckie". This works only if you're wearing the >> goggles. n (to Living Room, front half) n (to Living Room, back half) --- LIVING ROOM (back half) ----- drop duckie take slinky *** 5 POINTS FOR CATCHING THE FERRET *** >> Also works with "squeeze duckie". s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- press "7" press "5" (Phone Booth goes to vet's office.) --- PHONE BOOTH, by the veterinarian's office ----- e (to entrance) --- VETERINARIAN'S OFFICE ENTRANCE ----- e (to Waiting Room) --- WAITING ROOM ---- wait wait wait wait wait wait wait give Phillips screwdriver to mrs mcgillicuddy >> A chaotic situation results in your receiving the headphones >> and being called to enter the vet's office. *** 5 POINTS FOR GETTING THE HEADPHONES *** e (to vet's office) >> You go in and come back out having learned about the fish. w (to entrance) >> Mrs. McGillicuddy gives you a token. You can use this >> imstead of money for the horse-drawn carriage. This is not >> strictly necessary since there is enough money to win the game >> without using the token, but it allows some extra leeway >> for other ways to win. w (to Phone Booth). Press "9" (Phone booth returns to the pantry.) --- PHONE BOOTH, in the pantry ----- press "3" >> You and the ferret get washed. Slinky's fur is >> full of static electricity, assuming that you've >> resisted the temptation to put hair conditioner in the phone. e (to Kitchen) s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) --- LIVING ROOM (back half) ----- take duckie drop slinky >> Slinky goes behind the bookcases. squeeze duckie >> The rubber duckie squeaks. >> Slinky comes out from behind the bookcases. >> The white sock that is stuck to his fur falls off and >> you snatch it up. take off shoes wear white sock wear shoes >> Assuming that you previously put on the other white sock that >> was under the bed, you now are wearing matching socks. s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) --- KITCHEN ----- put stopper in right drain push faucet right turn on faucet turn off faucet take stopper (The laundry room door opens.) w (to Laundry Room) ---- LAUNDRY ROOM ----- open dryer >> The dryer opens because your socks match. *** 5 POINTS FOR OPENING THE DRYER *** take towel e (to Kitchen) --- KITCHEN ----- put stopper in left drain push faucet left turn on faucet turn off faucet take stopper (The phone booth doors open.) w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- press "7" press "2" (The phone booth goes to the beach.) >> This works only if you have the towel --- PHONE BOOTH, at the beach ----- w (to the beach) >> Since you're wearing the goggles, stepping out of the >> phone booth at the beach causes you to find that >> you're weaing a Superman costume. --- BEACH ----- fly --- TROPICAL ISLAND BEACH ----- w (to east end of rope bridge) --- EAST END OF ROPE BRIDGE ----- w >> Trying to vross the bridge triggers a scene in which, >> if you've brought the headphones, results in your getting >> a second fish in the headphones. You are left back at the beach. >> The headphone, when worn will now translate all languages for >> you, human or animal. --- TROPICAL ISLAND BEACH ----- *** 5 POINTS FOR GETTING TWO FISH IN THE HEADPHONES *** >> At this point you don'r want to give your costume to >> Clark Kent. This will be a dead-end until you have >> a corkscrew. fly (to beach) --- BEACH ----- swim >> You feel something brush against your foot, but since you >> are wearing a Superman costume it doesn't hurt you. take off costume take off shoes take off sock take off sock swim (You are stung by a jellyfish.) piss on it >> The cursing of the jellyfish is particularly instructive >> since you are wearing the headphones with two fish. >> A broccoli-stealing ferret is mentioned. wear shoes e (to Phone Booth) press "9" (Phone Booth returns to pantry.) --- PHONE BOOTH, in the pantry ----- e (to Kitchen) drop sock drop sock s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) --- LIVING ROOM (back half) ----- squeeze duckie take slinky s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- press "7" press "4" (Phone Booth goes to the store.) --- PHONE BOOTH, in the WalMart parking lot ---- e (to parking lot) n (to store) clap >> A panel in the north wall opens, revealing an elevator. n (to elevator) press rectangle (elevator goes to fifth level) s (to the Fifth Level) --- FIFTH LEVEL ----- x broccoli barrel drop slinky >> Slinky takes some broccoli for you, and you pick up >> Slinky. *** 5 POINTS FOR GETTING BROCCOLI *** n (to Elevator) push wavy lines (Elevator goes to Second Level) s (to Second Level) --- SECOND LEVEL ----- take novel d (to First Level) --- FIRST LEVEL ----- put five dollar bill in mouth >> You're paying for the paperback novel. There's no charge for the >> broccoli. s (to parking lot) w (to Phone Booth) press "9" (Phone Booth goes back to pantry.) --- PHONE BOOTH, in the pantry ----- e (to kitchen) --- KITCHEN ---- drop slinky w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- press "4" (Phone Booth goes to Second Floor Landing.) press "4" (Device needs fuel.) break broccoli put sprig in drawer press "4" >> You go to outer space and get a VolcoSeltzer tablet. This requires >> wearing a headphone with two fish and bringing "So Long and >> Thanks for All the Fish." *** 5 POINTS FOR GETTING THE TABLET *** press "7" press "2" (Phone Booth goes to the Beach.) w fly (to Tropical Island) --- TROPICAL ISLAND BEACH ---- w (to East End of Rope Bridge) w (to Top of Volcano) --- TOP OF VOLCANO ----- throw tablet in volcano >> Volcano erupts and a purple flower lands nearby. *** 5 POINTS FOR CAUSING THE VOLCANO TO ERUPT *** take flower e (to Tropical Island Beach) fly (to Beach) e (to Phone Booth) press "9" (Phone Booth goes back to the pantry.) --- PHONE BOOTH, in the pantry ----- e (to Kitchen) --- KITCHEN ----- drop screwdriver, machine tools, copper key wear hat s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) --- LIVING ROOM (back half) ----- take desk chair w (to Dance Studio) --- DANCE STUDIO ----- flap shuffle hop (Floor opens.) d (to Tunnel South End) n (to Tunnel North End) --- TUNNEL (north end) ---- open door u (to Gazebo) --- GAZEBO ----- drop chair stand on chair take strap get off chair take pot drop pot open trapdoor d (to Tunnel North End) s (to Tunnel South End) u (to Dance Studio) e (to Living Room, back half) s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) --- KITCHEN ----- say "mellon" to stone door (door opens) e (to Outside Back Door) n (to by Raspberry Bush) nw (to By the Flat Rock) ne (to Straight Pathway) ne (to Ravine) nw (to Ravine Path) --- RAVINE PATH ----- take stone nw (to Mesa by the Waterfall) --- MESA (by the waterfall) ----- x branch untie strap >> One end of the rope is tied to the basket. >> The basket hangs down lower now. lower basket throw stone >> The tape recorder falls into the basket. *** 5 POINTS FOR CATCHING SMALL TAPE RECORDER *** raise basket take tape recorder take cassette x cassette play cassette in headphones sw (to Mesa by the slope) s (to Clearing) s (to Curved Pathway) se (to By the Flat Rock) === PART FOUR OF FIVE ============================================= --- BY THE FLAT ROCK ---- look through window >> You'd need to get a light source inside to see. se (to By Raspberry Bush) s (to Outside Back Door) w (to Kitchen) --- KITCHEN ----- drop tape recorder, towel untie strap drop basket s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) w (to Dance Studio) --- DANCE STUDIO ----- step flap step hop shuffle >> You've done a Backwards Time Step. >> The mirror shows you a vision of the number nine, written in >> flames. drop strap dance with coat rack (to Attic) ---- ATTIC ----- take candle d (to Dance Studio) --- DANCE STUDIO ----- put candle on platform swing watch say "9:00" to conductor put watch in pocket >> Train is called to Dance Studio. swing watch say "9:30" to conductor put watch in pocket >> Train picks up lit candle. swing watch say "9:50" to conductor put watch in pocket >> Train direction of travel is reversed. This is needed because if the >> train goes through the courtyard, the candle will blow out. e (to Living Room, back half) s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) e (to Outside Back Door) n (to By Raspberry Bush) nw (to By the Flat Rock) --- BY THE FLAT ROCK ---- swing watch say "9:00" to conductor put watch in pocket wait wait >> Train is called to the dark room. swing watch say "9:40" to conductor put watch in pocket >> Train puts lit candle on platform. look through window *** 5 POINTS FOR SEEING VIKTOR'S LAB *** se (to By the Raspberry Bush) s (to Outside the Back Door) w (to Kitchen) --- KITCHEN ----- swing watch say "1:45" to conductor >> On the video screen you see a black box. >> On the screen, a picture of the food item that >> goes with 1:45 appears under the box. put watch in pocket >> On the screen, the picture moves into the black box. >> The food item has been ordered; Now you need a waiter. swing watch say "1:09" to conductor >> On the video screen you see a black box. >> On the screen, a picture of a waiter appears >> under the box. put watch in pocket >> The food comes out of the Black Box onto the >> platform. If you had been in a room other than the >> kitchen, the train would have delivered it to you. >> Delivery of food makes a snapping sound, which >> is a clue for a short-cut to call the waiter by >> snapping your fingers. *** 5 POINTS FOR ORDERING FOOD OR DRINK FROM THE BLACK BOX *** >> When the train delivers an object to the platform (such as food), >> it isn't smart enough to check to see if there is room on the >> platform. As a result, the object previously on the shelf >> will fall off. e (to Outside Back Door) n (to By Raspberry Bush) nw (to By Flat Rock) --- BY THE FLAT ROCK ---- swing watch say "1:44" to conductor put watch in pocket snap wait wait wait >> As the train drops off the glass of lemonade, the candle is >> knocked off the platform. This pushes the lever and opens >> the dome. *** 5 POINTS FOR OPENING THE BLACK DOME *** se (to By Raspberry Bush) s (to Outside Back Door) w (to Kitchen) --- KITCHEN ----- >> Time travel to four time periods are possible, one for each taste >> type: sweet, sour, salty, and bitter. You can taste food or >> drink to see if the taste is strong enough to suit. >> You can make only three trips to each time period, so >> be sure to save your game before using any time trips. >> This part of the game in extremely unforgiving and expects you >> to learn by trial and restore. take mug taste coffee >> The coffee tastes bitter because Mr. Pendergast doesn't >> use eggshell coffee filters. Alternatively you can use >> a sprig of broccoli. Using a large piece of broccoli is >> not advised since you would die in an explosion. e (to Outside Back Door) n (to By Raspberry Bush) climb trellis --- DOME LEDGE (east) ----- sw --- DOME LEDGE (south) ----- d --- LABORATORY ----- >> Your nose itches. wave fan >> You get a memory and the fan turns. wave fan >> You get another memory and the fan closes. >> From these memories you learn how Martin has been >> lost in a dream, without substance in the real world. x machine open microwave door put mug in microwave close door push start button >> A beam of light pushes the metal doors open, breaking the >> chains. The beam is interacting with the wall of the courtyard. *** 5 POINTS FOR ACTIVATING THE BITTER MIST PORTAL *** w (to East Courtyard) w (to West Courtyard) s (to Living Room, back half) w (to Dance Studio) d (to Tunnel, South End) n (to Tunnel, North End) open door u (to Gazebo) e (to Secret Garden near East Wall) --- SECRET GARDEN (near the east wall) ----- >> There's a mist portal in the east wall. Since it was activated by >> a bitter tasting food item and since you haven't entered this >> bitter mist before, this will be Bitter Trip #1. e (through mist) >> The time is far enough into the past that Martin's house hasn't >> been built yet. --- NEXT TO THE ROCK PILE ----- e --- NEXT TO THE PATCH OF DIRT ----- ne --- BY THE FLAT ROCK ----- ne --- STRAIGHT PATHWAY ----- ne --- RAVINE (across from the sycamore grove) ----- >> A squirrel catches a sycamore seed floating from the other side >> of the ravine. nw --- RAVINE PATH ----- nw --- MESA (by the waterfall) ----- sw --- MESA (by the downward slope) ----- >> Since you have the headphones, you learn from watching the >> old woman and her granddaughter about a shaman's journey >> belt made of five cords of rope. wait wait wait wait >> You learn that the shaman must wear the belt in the presence of >> five instances of connections between people. At the end of >> the encounter, the grandmother and the girl hug, and you >> sense that you've missed an opportunity, The next time you >> come back to this time period you should wear the belt and >> witness the connection again. s --- CLEARING ----- s --- CURVED PATHWAY ----- se --- BY THE FLAT ROCK ----- sw --- NEXT TO THE PATCH OF DIRT ----- w ----- NEXT TO THE ROCK PILE ----- w (back through the portal, to current time) SECRET GARDEN (near the east wall) w (to gazebo) open door d (to Tunnel, North End) s (to Tunnel, South End) u --- DANCE STUDIO ----- take strap >> This is the macrame strap that had been tied to the basket. wear strap *** 5 POINTS FOR PUTTING ON THE BELT *** d (to Tunnel, south end) n (to Tunnel, north end) open door u (to Gazebo) --- GAZEBO ----- wave fan >> If you are wearing the belt (strap) and if the "sun" side of the >> fan is facing you, you receive a memory that ends in with >> one cord of the belt turning red, the cord that represents >> the connection of romantic love, passion, and conception of >> new life. Then the fan turns. *** 5 POINTS FOR ACTIVATING THE RED CORD *** wave fan >> You get a memory from the moon side of the fan. e (to Secret Garden near west wall) --- SECRET GARDEN (near the east wall) ----- e (through the bitter mist) >> This walk-through describes a second trip through the >> bitter mist. There are a total of three allowed trips >> through any particular mist. It is possible to do >> everything you need to do in the "bitter" time period >> on a single trip, although this is not necessary. >> Just be sure to save the third trip for later use. --- NEXT TO THE ROCK PILE ----- e --- NEXT TO THE PATCH OF DIRT ----- ne --- BY THE FLAT ROCK ----- ne --- STRAIGHT PATHWAY ----- ne --- RAVINE (across from the sycamore grove) ----- nw --- RAVINE PATH ----- nw --- MESA (by the waterfall) ----- sw --- MESA (by the downward slope) ----- wait wait wait >> You wait as the little girl and her grandmother >> interact. The length of the waiting will depend on when >> you started the conversation by startling the >> grandmother on your first trip. If you are wearing the >> belt, one cord turns yellow as Raina and her >> grandmother hug. The yellow cord represents the >> connection of love between child and grandparent, and >> also the connection of tradition and culture that >> tie people together across centuries. Yellow is >> chosen for this cord because it represents an ear of >> corn, a traditional symbol of Martin's heritage >> on his mother's side of the family. *** 5 POINTS FOR ACTIVATING THE YELLOW CORD *** s --- CLEARING ----- s --- CURVED PATHWAY ----- se --- BY THE FLAT ROCK ----- sw --- NEXT TO THE PATCH OF DIRT ----- w --- NEXT TO THE ROCK PILE ----- w (through the mist back to the current time) --- SECRET GARDEN (near the east wall) ----- w (to Gazebo) open door d (to Tunnel, north end) s (to Tunnel, south end) u (to Dance Studio) e (to Living Room, back half) n (to West Courtyard) e (to East Courtyard) e (to Laboratory) --- LABORATORY ----- swing watch say "1:43" to conductor put watch in pocket snap >> Train leaves. push stop button open microwave door take mug >>Train arrives with a plate of cookies. drop mug take cookies taste cookies >> The cookies taste quite sweet. put cookies in microwave box close microwave door push start button *** 5 POINTS FOR ACTIVATING THE SWEET MIST PORTAL *** w (to East Courtyard) w (to West Courtyard) s (to Living Room, back half) w (to Dance Studio) d (to Tunnel, south end) n (to Tunnel, north end) open door u (to Gazebo) e (to Secret Garden near east wall) --- SECRET GARDEN (near the east wall) ----- e (through the sweet mist, first trip) --- WEST COURTYARD ----- >> Rachel has left the door open. You have a >> brief opportunity to go inside before she closes it. >> A second brief opportunity comes later. s --- LIVING ROOM (back half) ----- put yellow cassette in plastic box >> Viktor will find the cassette and play it. He will assume >> that it is a hoax for three months. But on the night of >> the Mikado cast party there will be a thunder storm and >> an incident with Martin that convinces him that the >> cassette was brought from the future by a time traveler. >> He will discuss this with Jorucho, using Julie >> to help translate. >> Viktor will record a message to Martin on the flip side. >> But Martin has never heard the message from his father >> and is unaware that it exists. >> The yellow cassette will eventually come into Rachel's >> possession. This, combined with the knowledge that she >> gained from the purple flower incident, will cause her to >> study time travel and connectivity issues. *** 5 POINTS FOR LEAVING THE YELLOW CASSETTE FOR MARTIN'S FATHER *** n --- WEST COURTYARD ----- wait wait wait >> You learn that Rachel is looking for a purple flower to >> give to her father. wait drop purple flower >> You can drop the flower at other times and places also. wait wait >> Rachel takes the flower. She can't see you. wait >> Rachel heads east, holding the purple flower. e --- EAST COURTYARD ----- >> Rachel hands the flower to her father at the moment that >> the message from the aliens is received in an explosion. >> Because you brought the purple flower, Rachel receives >> part of the information contained in the transmission. >> Had you not caused this incident, the reception connection >> would have involved only Viktor, Jorucho, and the cat. >> One thing is unchanged by the purple flower incident: >> Viktor and Jorucho don't get enough of the mathematics to >> understand the bitterness coefficient. As a result, in >> three months time there will be another explosion, that >> will kill Viktor's father. You can't change that. >> It looks like most of the mathematics will be shared by >> Rachel and the cat. >> The force of receiving today's message knocks Rachel down >> and she suffers a near-death experience. However, you >> are able to revive her by giving her some of your essence. >> Because of this she will now be able to see you when you >> time travel. >> Julie sees the purple flower and she hears Rachel say that >> it was given to her by a red-haired man. >> The purple flower incident is one of two actions that >> you need to take in order to motivate Rachel to embark on >> a course of research involving chemistry and time travel. >> When she reaches adulthood she will study the chemical >> composition of the dried purple flower, and she will use >> its unusual connectivity properies to make a tool that can >> be used by time travellers. This tool will be hidden >> in a wall safe at her place of employment. But in order >> to open the safe you must first solve the puzzle of her >> bedside table. Only the sour mist and a parrot named >> Dmitri Mendeleev can help you to learn the combination for >> her bedside table. *** 5 POINTS FOR CAUSING THE PURPLE FLOWER INCIDENT *** stand w --- WEST COURTYARD ----- w (back through the mist to current time) --- SECRET GARDEN (near the east wall) ----- w (to Gazebo) open door d (to Tunnel, north end) s (to Tunnel, south end) u (to Dance Studio) e (to Living Room, back half) s (to Living Room, front half) s (to Doorstep) --- DOORSTEP ----- x web >> In the pattern of the web you read "Some Kitten". n (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) --- KITCHEN ----- drop fan,duckie drop twenty dollar bill,stopper put nickel in pocket put broccoli in pocket w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- press "7" press "4" (Phone Booth goes to WalMart Parking Lot.) e --- WALMART PARKING LOT ----- look under little nash rambler >> The mother cat is ready to let her kittens go now. >> This happens when Viktor's lab is open and you have >> seen the vet. take kitten w (to Phone Booth) --- PHONE BOOTH, in the WalMart parking lot ----- press "9" (Phone Booth goes back to pantry.). --- PHONE BOOTH, in the pantry ----- e (to Kitchen) s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) --- LIVING ROOM (back half) ----- drop kitten sing "little nash rambler" >> The kitten scratches the piano bench leg and the piano bench >> opens. This solution to the puzzle is hinted at in two places, >> the fan memory in the bathroom (sun side), and also by >> listening to Rachel during the sour mist trip. The song is >> also a watch clue. *** 5 POINTS FOR OPENING THE PIANO BENCH *** s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- press "4" (Phone Booth goes to second floor.) e (to Landing) n (to Short Hall) --- SHORT HALL ----- knock >> The penguins get into the Phone Booth. s (to Landing) w (to Phone Booth) --- PHONE BOOTH, by the second floor landing ----- press "7" press "1" (Phone Booth goes to zoo.) ---- PHONE BOOTH, at the zoo entrance ----- e (to Zoo Entrance) e (to Zoo Center) e (to East Exhibit) --- EAST EXHIBIT ----- >> The rhinoceros snorts at you and wiggles his ears. Your >> headphones translate for you. Ionesco tells you a joke about a >> man who walks into a bar carrying a tiny piano player. The >> tiny musician had been given to the man by djinni from a >> golden lamp, but the man tells the bartender that he thinks the >> djinni must have been hard of hearing. >>"How so?" asks the bartender. >>The man replies, "Well, you didn't think I actually asked the >>djinni for a ten inch pianist, did you?" >>The fish in the headphones explain to you that rhinoceroses >> always wiggle their ears when they tell the punchline of a joke, >> it's sort of a tradition left over from their days in Vaudeville. wiggle ears >> You wiggle your ears. A ten-inch violinist appears out of thin >> air. He takes a look around and decides that there is nothing >> interesting for him to do here. Then he disappears. w (to Zoo Center) w (to Zoo Entrance) w (to Phone Booth) --- PHONE BOOTH, at the zoo entrance ----- press "9" (Phone Booth goes back to pantry.) press "7" press "4" (Phone Booth goes to WalMart Parking Lot) --- PHONE BOOTH, in the WalMart parking lot ----- e (to Parking Lot) n (to Store) --- FIRST LEVEL ----- clap (Elevator opens.) n (to Eleveator) press circle (Elevator goes to Fourth Level.) --- FOURTH LEVEL ----- x painting >> Among other things, the painting makes you think about a >> ten-inch violinist. wiggle ears >> A ten-inch violinist appears out of thin air. He takes one look >> at the painting and then clucks his tongue at you. >> "It's elementary, my dear Watson," he says to you. "I'd be glad >> to explain it to you but there isn't any flower vase here." Then >> the violinist wraps his cape about his shoulders and disappears. n (to Elevator) press square (Elevator goes to First Level) s (to First Level) s (to Parking Lot) w (to Phone Booth) --- PHONE BOOTH, in the WalMart parking lot ----- You press "9". (Phone Booth goes back to pantry.) --- PHONE BOOTH, in the pantry ----- e (to Kitchen) --- KITCHEN -----. take tulip s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) w (to Dance Studio) d (to Tunnel, south end) n (to Tunnel, north end) open door u (to Gazebo) --- GAZEBO ----- pick tulip pick tulip pick tulip pick tulip pick tulip pick tulip open door d (to Tunnel, north end) s (to Tunnel, south end) u (to Dance Studio) e (to Living Room, back half) s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n to Kitchen e (to Outside Back Door) n (to By Raspberry Bush) nw (to By Flat Rock) nw (to Curved Pathway) n (to Clearing) w (to Aspen Grove) --- ASPEN GROVE ----- w (wandering) >> A large white rabbit runs through the aspen grove, pausing to >> look at his pocket watch. >> "I'm late, I'm late!" he cries. >> Just before he puts his watch back into his pocket, you notice >> that the time on his watch reads 10:24. e (wandering) e (wandering) --- CLEARING ----- s (to Curved Pathway) se (to By Flat Rock) se (to By Raspberry Bush) s (to Outside Back Door) w (to Kitchen) --- KITCHEN ----- swing watch say "10:24" put watch in pocket >> The video screen shows a TV documentary about the history >> of chemistry. You learn that in the study of alchemy, seven key >> elements shared symbols with the seven celestial bodies of the >> sun, moon, Mercury, Venus, Earth, Mars, and Jupiter. You >> also see a chart of the Periodic Table of Elements, which was >> invented by Dmitri Mendeleev. On the chart, each element has >> a number. take pawn w (to Phone Booth) press "4" (to Second Floor Landing) e (to Landing) n (to Short Hall) --- SHORT HALL ----- put pawn on shelf >> Fuzzy Chamber turns so that hole is facing you. w (to Fuzzy Chamber) --- FUZZY CHAMBER ----- take ear tile >> Fuzzy Chamber turns until hole faces west. w (to Rachel's Bedroom) --- RACHEL'S BEDROOM ----- x mural >> Highlights: >> golden egg >> winged sandals, extra mustard, thermometer >> iron hammer, red-hot sparks >> goddess, green eyes, copper bracelets >> tin man, lightning bolt on midnight blue >> silver moon >> black robe, plumb line, lead weight put tulip in vase >> Vase moves to gold circle wiggle ears >> Violinist taps his finger on the shining egg. >> Gold: atomic number 79. put tulip in vase >> Vase moves to silver gold circle wiggle ears >> Violinist taps his finger on the crescent moon. >>Silver: atomic number 47. put tulip in vase >> Vase moves to gold circle wiggle ears >> Violinist taps his finger on the hammer. >> Iron: atomic number 26. put tulip in vase >> Vase moves to yellow circle wiggle ears >> Violinist taps his finger on the thermometer. >> Mercury: atomic number 80. put tulip in vase >> Vase moves to blue circle wiggle ears >> Violinist taps his finger on the Tin Man. >> Tin: atomic number 50. put tulip in vase >> Vase moves to green circle wiggle ears >> Violinist taps his finger on the bracelet. >> Copper: atomic number 29. put tulip in vase >> Vase moves to black circle wiggle ears >> Violinist taps his finger on the plumb line weight. >> Lead: atomic number 82. x table >> The bedside table has a shiny black lacquer finish, with a >> contrasting white glass top. Black lines divide the top of the >> table into 3-by-3 grid, like a tic-tac-toe pattern. Written on the >> grid are numbers. >> The grid reads: >> "74" "29" "50" >> "26" "80" "47" >> "79" "11" "82" touch "79" touch "47" touch "26" touch "80" touch "50" touch "29" touch "82" >> The compartment opens. *** 5 POINTS FOR OPENING THE COMPARTMENT *** look in compartment >> You see a whistle. take whistle blow whistle >> The whistle makes no sound that you can hear. >> It occurs to you that this might be a dog whistle, pitched too >> high for human ears. e (to Fuzzy Chamber) --- FUZZY CHAMBER ----- put ear tile in sack >> Fuzzy Chamber turns until hole faces east. e (to Short Hall) --- SHORT HALL ----- s (to Landing) w (to Phone Booth) press "9" (to pantry) e (to Kitchen) ---- KITCHEN ----- >> You want to find the dog. In this walk-though he happens >> to be in the kitchen. blow whistle >> Agador-Spartacus tilts his head. He is somewhat curious as to >> why you are whistling at him, but not overly concerned. In >> fact, he seems remarkably calm, almost serene. This causes >> you to ponder the question, "Does a dog have Buddha nature?" >> But the only response that one can give to a question like that is >> "Mu!" w (to Phone Booth) press "7" press "4" (Phone Booth goes to WalMart parking lot) e (to parking lot) n (to First Level of store) --- FIRST LEVEL ----- blow whistle >> For some reason this makes you think of a Zen >> monastery in southern China. Birds sing among >> innumerable kinds of fragrant flowers. n (to Elevator) press rectangle (Elevator goes to Fifth Level) --- FIFTH LEVEL ----- get in barrel (to Japanese Garden) --- JAPANESE GARDEN ENTRANCE ----- blow whistle >> For some reason this makes you remember a story in >> which three unemployed actors are turned away from >> a joke-casting audition and afterwards they walk >> into a bar. The bartender refuses to serve the >> rope, and the talking dog forgets to say >> "DiMaggio". But the ten-inch violinist keeps >> insisting that he isn't really too short, it's >> just that they were only looking for pianists. >> This "joke" is alluded to by the painting >> on the Fourth Level. s (to First Level) clap (Elevator is summoned.) n (to Elevator) press circle (Elevator goes to Fourth Level) s (to Fourth Level) --- FOURTH LEVEL ----- blow whistle >> The painting moves, opening a wall safe. >> You also experience a scene involving Julie >> Takamine and her father Jorucho. Among other >> things, you learn that Rachel Kessler is the >> motorcycle maintenance mechanic and that the >> wall safe contains an invention of Rachel's >> intended for a time traveller to influence the >> past. *** 5 POINTS FOR OPENING THE WALL SAFE *** blow whistle >> The painting moves again, opening the safe. Julie had closed it >> before. take all from safe >> You get the crystal box and the yellow audio cassette. x cassette play cassette in headphones >> This is the same cassette that you left for Martin's father back >> in the "sweet" time period. But now Martin's father has >> recorded a message "To Martin" on the flip side. You want to >> take the cassette to Martin (when he's an adult), but you'll >> have to find Martin first. In fact, this may be one of the >> last actions you'll need to take before Martin is rescued and >> you win the game. >> This cassette came to Rachel when she was a child of six, as >> recounted in the "fan memory" from the moon-side of the >> fan in the Sercret Garden. It's one of the reasons she decided >> to do research into time travel issues. x box >> The crystal box is translucent, and you see a pair of gloves >> inside. There are panels with letters on the top of the box, >> letters that must be rearranged to spell "PURPLE FLOWER" in >> order to open the box. Part of the chemical substance >> within the gloves was taken from the purple flower, and the >> gloves were always intended for the man with the red hair >> who brought Rachel the purple flower (ie., you). push w left push l left push l up push l right push l right push f down push white r left push white p left push p up push w down push r left push e left open box >> As you open the crystal box, the box dramatically plays the first >> five notes of "Thus Spake Zarathusra". >> You get the feeling that something about the gloves is backwards and upside down. >> The gloves appear to be made from an extraordinarily light, >> sheer white fabric. You see two layers of this white material, >> one on the outside and one on the inside of the gloves. The two >> layers appear to be connected by a substance that is purple yet >> translucent. The inside of the gloves is glowing with a pale >> eerie light. *** 5 POINTS FOR OPENING THE CRYSTAL BOX *** clap (The elevator opens.) n (to Elevator) press square (Elevatore goes to First Level) s (to First Level) s (to parking lot) w (to Phone Booth) press "9" (Phone Booth goes to pantry) e (to Kitchen) --- KITCHEN ----- take gloves drop box w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- drop gloves press "9" >> You hear the sound of a motor grinding and a high pitched >> whistle. >>The grinding noises continue while the voice on the phone says >>"Parity considerations require that there must be exactly two >> objects located within the phone booth at the time of >> transmogrification, not counting shielded telephone equipment >>and protective eyewear (if worn)." e (to Kitchen) --- KITCHEN ----- >> The phone booth disappears. wait wait wait wait wait >> The Phone Booth reappears. open phone booth door drop all >> Wearing the gloves will cause all of your objects to fall >> except for what you're wearing. You might as well drop >> them in the Kitchen first instead of having them fall in >> the Phone Booth.. w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- touch gloves >> As your hands approach the outside of the gloves, you find that >> the eerie glow pushes your hands away. You find that you >> cannot connect with them this way. However, it occurs to you >> that since there is no glow on the inside, you might be able to >> wear the gloves. wear gloves >> As your hands approach the inside of the gloves, you find that >> the gloves slip onto your hands of their own accord. *** 5 POINTS FOR WEARING THE GLOVES *** >> You're wearing the gloves in the current time. Because of this, >> you can't connect with anything that you try to touch. e (to Kitchen) >> If you don't already have the broccoli and the nickel in your >> pocket, take off your gloves, take the broccoli and the nickel, >> put each in your pocket, and wear the gloves. s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) n (to West Courtyard) e (to East Courtyard) e (to Laboratory) --- LABORATORY ----- take off gloves >> The gloves float halfway between floor and ceiling. >> Don't take them off outside or else they will float up and >> you will lose them. take broccoli out of pocket break broccoli push stop button open microwave door take plate drop plate put sprig in box close door push start button >> The bitter mist portal is activated. You can also do >> this with coffee from work. wear gloves w (to East Courtyard) w (to West Courtyard) s (to Living Room, back half) w (to Dance Studio) d (to Tunnel, south end) n (to Tunnel, north end) --- TUNNEL (north end) ----- take off gloves open trap door u (to Gazebo) w (to Secret Garden near west wall) --- SECRET GARDEN (near the west wall) ----- take nickel out of pocket put nickel in fountain >> The nickel has the image of a buffalo on the >> other side. When you put the coin in the fountain, >> the wings of the buffalo statue rise and the trapdoor >> opens. It will stay open as long as the nickel >> is in the fountain. *** 5 POINTS FOR GETTING THE TRAPDOOR TO STAY OPEN *** e (to Gazebo) d (to Tunnel, north end) --- TUNNEL (north end) ----- wear gloves u (to Gazebo) e (to Secret Garden by east wall) --- SECRET GARDEN (near the east wall) ----- e (through the bitter mist portal) --- NEXT TO THE ROCK PILE ----- e --- NEXT TO THE PATCH OF DIRT ----- ne --- BY THE FLAT ROCK ----- se --- BY THE RASPBERRY BUSH ----- pick raspberries nw --- BY THE FLAT ROCK ----- ne --- STRAIGHT PATHWAY ----- ne --- RAVINE (across from the sycamore grove) ----- drop raspberries >> The squirrel takes the raspberries and disappears into the thorny >> bushes to the west. wait >> Since the squirrel is gone, you are able to get the sycamore >> seed. *** 5 POINTS GETTING THE SYCAMORE SEED *** sw --- STRAIGHT PATHWAY ----- sw --- BY THE FLAT ROCK ----- sw --- NEXT TO THE PATCH OF DIRT ----- plant sycamore seed *** 5 POINTS FOR PLANTING THE SYCAMORE SEED *** w --- NEXT TO THE ROCK PILE ----- w (through the mist back to the current time) --- SECRET GARDEN (near the east wall) ----- w (to Gazebo) d (to Tunnel, north end) s (to Tunnel, south end) u (to Dance Studio) e (to Living Room, back half) n (to West Courtyard) e (to East Courtyard) e (to Laboratory) --- LABORATORY ----- take off gloves swing watch say "1:40" to conductor put watch in pocket snap push stop button open microwave door wait >> The train arrives with a bowl of pretzels take pretzels put pretzels in microwave close microwave door push start button *** 5 POINTS FOR ACTIVATING THE SALTY MIST *** w (to East Courtyard) w (to West Courtyard) s (Living Room, back half) w (to Dance Studio) d (to Tunnel, south end) n (to Tunnel, north end) u (to Gazebo) e (to Secret Garden by east wall) --- SECRET GARDEN (near the east wall) ----- take off hat >> You won't be able to take off anything after you pass through >> the mist, so you'll have to do it now. e (through the salty mist) --- WEST COURTYARD ----- e (to East Courtyard) --- EAST COURTYARD ----- put hat on snowman >> Assuming that you're wearing the goggles, the snowman >> dances. Then the hat blows away and you hear >> children's laughter coming from the north. *** ONE BONUS POINT FOR MAKING THE SNOWMAN DANCE *** climb tree >> An alternative way to get out of the courtyard is to enter >> the unlocked lab and go through the window. This, >> however, would require wearing gloves. >> Although your hands don't seem to be able to move or >> manipulate any of the objects here, you are relieved to discover >> that you have no difficulty climbing the tree. But the tree >> branches don't seem to respond to the pressure of your weight, >> almost as if you're not really here. The causal relationship is a >> one-way street. You realize that this is similar to the way in >> which a closed door can impede your passage and a chair can >> enable you to sit. The presence of these objects influences >> what YOU are able to do, whereas difficulties arise when you >> attempt to exert influence in the other direction. --- UP IN THE SYCAMORE TREE ----- s --- BALCONY ----- e --- DOME LEDGE (south) ----- e --- DOME LEDGE (east) ----- d --- BY THE RASPBERRY BUSH ----- nw --- BY THE FLAT ROCK ----- >> You see a top hat here. ne --- STRAIGHT PATHWAY ---- ne (to Ravine) nw (to Ravine Path) nw (to Mesa by the waterfall) sw (to Mesa by the downward slope) --- MESA (by the downward slope) ----- >>You see two little children laughing. When they take off >> their goggles you realize that they have Rachel's eyes. >> You're in the future and these are Rachel's children! >> The children have been told by their mother that you'll >> be coming to see them. They've been told to wait until >> you are wearing the belt before they can run an hug you, >> their Daddy. >> As they hug you one of the cords in your belt turn turquoise. *** 5 POINTS FOR ACTIVATING THE TURQUOISE CORD *** s (to Clearing) s (to Curved Pathway) se (to Flat Rock) se (to Raspberry Bush) --- BY THE RASPBERRY BUSH ----- climb trellis --- DOME LEDGE (east) ----- sw --- DOME LEDGE (south) ----- w --- BALCONY ----- n --- UP IN THE SYCAMORE TREE ----- climb down tree --- EAST COURTYARD ----- w --- WEST COURTYARD ----- w (through the mist back to the current time) --- SECRET GARDEN (near the east wall) ----- w (to Gazebo) d (to Tunnel, north end) s (to Tunnel, south end) u (to Dance Studio) e (to Living Room, back half) n (to West Courtyard) e (to East Courtyard) e (to Laboratory) === PART FIVE OF FIVE ============================================= --- LABORATORY ----- >> A glass of lemonade is already here, previously ordered from >> "1:45" on the pocket watch. push stop open microwave box take lemonade put lemonade in box close microwave push start button *** 5 POINTS FOR ACTIVATING THE SOUR MIST *** w (to East Courtyard) w (to West Courtyard) s (to Living Room, back half) s (to Living Room, front half) e (to Dining Room by west end of table) --- DINING ROOM (by the west end of the table) ----- take glass (The china cabinet moves to conceal the opening.) sing "zip" (The china cabinet moves to reveal the opening.) ne (to Dining Room by china cabinet) n (to Kitchen) --- KITCHEN ----- sing "zip" >>The china cabinet moves to conceal the opening. On the back >> of the cabinet is a hook with a silver key. take silver key >> The silver key is for the round red door in the secret garden. sing "zip" (The china cabinet moves to reveal the opening.) take copper key, machine tools, sack >> The copper key is for the padlock on the laboratory. take fake can, screwdriver >> Make sure that the fake can of spam is open and empty. >> The screwdriver will be used as an expendable object, feel >> free to substitute another item that you don't need anymore. turn on faucet fill glass with water >> This can be used to call the fuzzy chamber to the laundry room. turn off faucet swing watch say "1:44" to conductor put watch in pocket snap take lemonade >> Since the "sour" mist is already activated, this will >> be used to make a "nested time portal". You can also use any other >> "tasty" object -- sweet, sour, salty, or bitter. s (to Dining Room by china cabinet) sw (to Dining Room by west end of the table) w (to Living Room, front half) n (to Living Room, back half) --- LIVING ROOM (back half) ----- take kitten take theme >> You take the "Theme From Scheherazade" from the piano bench. >> The bench needs to have been opened previously by dropping >> the kitten and singing "Little Nash Rambler". w (to Dance Studio) d (to Tunnel, south end) n (to Tunnel, north end) u (to Gazebo) e (to Secret Garden, near east wall) --- SECRET GARDEN (near the east wall) ----- e (through the "sour" mist, first trip) >> Your main intention on this trip is to drop the kitten for Martin >> and follow Martin into the house. There you will have an opportunity >> to get a swiss army knife (with a corkscrew) and arrange for it to >> be hidden in a place where you can access it back to the current time. >> With your second and third trip to this time period you will be able >> to go to Rachel's room, retrieve her sketchbook, and take it to Rachel >> in the living room. >> This walk-through also involves significant activity related to >> getting a single bonus point. This is not necessary in order to win the >> game and is, in fact, absurdly difficult. It involves unlocking the >> padlock on the lab and making a new time portal. Then, you will go >> into the secret garden through the round red door in back, bringing >> the brightly colored machine tools into the portal. Lastly you need to >> set the laboratory back the way it was in order to avoid making Martin's >> mother suspicious. >> Even if you don't go after the extra credit point, it's still necessary >> to make three trips into this time period. On this first trip it's >> a wise precaution not to drop the kitten too early. You should either >> occupy yourself setting items in place for the extra credit point, or >> else you should wait several turns before dropping the kitten. This >> isn't absolutely necessary, but it allows your later trips to be >> more flexible about efficiency. You won't have to worry about getting >> the sketchbook quickly before Martin moves the china cabinet >> (your only chance to get into the living room). --- WEST COURTYARD ----- e (to East Courtyard) --- EAST COURTYARD ----- drop copper key drop lemonade >> These will be used on a later trip to open the padlock >> and to make a new time portal. climb tree (to Top of Tree) s (to Balcony) e (to Dome Ledge, south) e (to Dome Ledge, east) climb down trellis (to By Raspberry Bush) nw (to By Flat Rock) nw (to Curved Pathway) n (to Clearing) w (to Aspen Grove) --- ASPEN GROVE ----- x fairies follow fairies follow fairies follow fairies follow fairies follow fairies --- YELLOW BRICK ROAD (by the aspen grove) ----- s --- YELLOW BRICK ROAD (by the red door) ----- drop silver key drop machine tools >> The silver key will be used on a later trip to open >> the round red door. n --- YELLOW BRICK ROAD (by the aspen grove) ----- n --- ASPEN GROVE ----- e e e e e e e >> Keep going until you get back to the clearing. --- CLEARING ----- s (to Curved Pathway) se (to By Flat Rock) ne (to Straight Pathway) ne (to Ravine, across from the sycamore grove) nw (to Ravine Path) nw (to Mesa, by the waterfall) sw (to Mesa, by the downward slope) --- MESA, by the downward slope ----- drop kitten *** 5 POINTS FOR TAKING THE KITTEN TO MARTIN *** wait >> Martin takes the kitten and stands up. You will >> watch his movements and go with him into the house. ne (to Mesa, by the waterfall) wait wait se (to Ravine Path) se (to Ravine, across from the sycamore grove) sw (to Straight Pathway) sw (to By Flat Rock) se (to By Raspberry Bush) s (to Outside Back Door) >> Martin opens the stone door. w (to Kitchen) w (to Laundry Room) --- LAUNDRY ROOM ----- put can on washer put glass on shelf >> Since the glass contains water, the fuzzy chamber turns >> so that the hole is facing you. stand on dryer up take mouth tile >> The fuzzy chamber turns until the hole faces east. e (to Short Hall) e (to Martin's Bedroom) --- MARTIN'S BEDROOM ----- x piles >> The piles of stuff on the floor look like they would collapse if >> one more thing were added. look under dresser >> You see a swiss army knife. put screwdriver on piles >> Or just drop any object. The piles collapse and the swiss army knife >> goes down the laundry chute. Since you have previously placed the open >> can of spam on the washer, the swiss army knife will fall into the can, >> causing the can to close. Someone in Martin's family will find it and >> put it in the pantry, where it will remain untouched for decades until >> you go back to the current time to retrieve it. w (to Short Hall) w (to Fuzzy Chamber) --- FUZZY CHAMBER ----- put mouth tile in sack >> The fuzzy chamber turns until the hole faces down. take nose tile >> The fuzzy chamber turns until the hole faces north. n (to Balcony) d (to East Courtyard) w (to West Courtyard) --- WEST COURTYARD ----- w (through the mist to the current time) --- SECRET GARDEN (near the east wall) ----- w (to Gazebo) --- GAZEBO ----- take pot d (to Tunnel, north end) s (to Tunnel, south end) u (to Dance Studio) e (to Living Room, back half) s (to Living Room, front half) e (to Dining Room by west end of the table) ne (to Dining Room by china cabinet) n (to Kitchen) --- KITCHEN ----- take daisy w (to Phone Booth) drop pot, daisy >> Or drop any two objects that you don't think you'll need soon. press "9" e (to Kitchen) --- KITCHEN ----- >> The phone booth disappears. Now is your chance to get into the >> pantry without the phone booth. w (to Pantry) --- PANTRY ----- take fake can e (to Kitchen) --- KITCHEN ----- open can >> You see the swiss army knife! *** 5 POINTS FOR SWISS ARMY KNIFE IN CURRENT TIME *** take swiss army knife drop can x knife >> The Swiss army knife is closed. You can't see any of the tools >> right now. However, you do see some numbers written on the >> outside. The numbers read 10:18. open knife >>You open the various tools that are part of the Swiss army knife. >> You can't get any of them to stay open because the tools snap >> back instantly into the knife as soon as you open them. >> But you notice that the corkscrew has a momentary hesitation >> before it falls back into the knife. swing watch say "10:18" to conductor put watch in pocket >> The video screen shows a Swiss yodeling contest. yodel >> The corkscrew opens and locks into place. *** 5 POINTS FOR OPENING THE SWISS ARMY KNIFE *** take towel s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) --- LIVING ROOM (front half) ----- >> The rug had been previously rolled. take rug e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) open phone booth door w (to Phone Booth) --- PHONE BOOTH, in the pantry ----- press "7" press "2" (The Phone Booth goes to the beach.) --- PHONE BOOTH, at the beach ---- w --- BEACH ----- fly --- TROPICAL ISLAND BEACH ----- >>You see Clark Kent here. He's sitting on a coconut, looking >>forlorn. He looks at your Superman costume with longing. drop rug >> The magic carpet falls and unrolls as it hits the sand. take off costume give costume to clark kent take coconut sit on rug fly >> Since it's night-time in this time zone, you can fly >> partway across the ocean until you cross into a time zone >> in which the sun has already risen. --- BELOW DECK ON PIRATE SHIP ----- >> You climb aboard a pirate ship and find that Tinkerbell >> is trapped in a rum bottle. open bottle with corkscrew >> You had previously opened the corkscrew attachment on >> the swiss army knife by yodeling. >> Tinkerbell gives you enough pixie dust to make >> it the rest of the way across the ocean. *** 5 POINTS FOR BRINGING THE COCONUT ALL THE WAY ACROSS THE OCEAN *** e press "9" (Phone Booth goed back to pantry.) --- PHONE BOOTH, in the pantry ---- e (to Kitchen) --- KITCHEN ---- drop knife put nose tile in sack s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) w (to Dance Studio) d (to Tunnel, south end) n (to Tunnel, north end) u (to Gazebo) e (to Secret Garden, near east wall) --- SECRET GARDEN (near the east wall) ----- e (through the sour mist, second trip) --- WEST COURTYARD ----- e (to East Courtyard) climb tree (to Up in the Sycamore Tree) s (to Balcony) --- BALCONY ----- put coconut on shelf >> The fuzzy chamber turns until the hole is facing you. s (to Fuzzy Chamber) --- FUZZY CHAMBER ----- take eye tile >> The fuzzy chamber turns until the hole is facing down. take mouth tile >> The fuzzy chamber turns until the hole is facing east. e (to Short Hall) e (to Martin's Bedroom) --- MARTIN'S BEDROOM ----- wiggle ears >> The ten-inch violinist plays "Theme From Scheherazade", which >> causes the glass display case to open. *** 5 POINTS FOR OPENING THE GLASS DISPLAY CASE *** wait w (to Short Hall) w (to Fuzzy Chamber) --- FUZZY CHAMBER ----- put mouth tile in sack >> The fuzzy chamber turns until the hole faces down. take ear tile >> The fuzzy chamber turns until the hole faces west. w (to Rachel's bedroom) --- RACHEL'S BEDROOM ----- wait wait wait wait wait >> On this trip your role is primarily to drive the fuzzy >> chamber as a chauffeur for your next trip, when you >> will be wearing the gloves and will not be able to >> carry the sack and bring it back to the current time. >> You must wait long enough for your next self to >> rub the lamp three times, take the sketchbook, and put >> the lamp on the shelf. e (to Fuzzy Chamber) --- FUZZY CHAMBER ----- take nose tile >> The fuzzy chamber turns until the hole faces down. wait >> Your next other self will be going down here. >> Your chauffeur duties are finished and it's >> time to leave. put ear in sack >> The fuzzy chamber turns until the hole faces north. n (to Balcony) --- BALCONY ----- >> The swallows take the coconut, which resets the Fuzzy Chamber. >> This is actually quite convenient since it means that the >> chamber will be in the reset position when your first trip self >> will arrive in the laundry room. d (to East Courtyard) w (to West Courtyard) --- WEST COURTYARD ----- w (through the mist to the current time) --- SECRET GARDEN (near the east wall) ----- w (to Gazebo) d (to Tunnel, north end) s (to Tunnel, south end) u (to Dance Studio) e (to Living Room, back half) n (to West Courtyard) e (to East Courtyard) e (to Laboratory) --- LABORATORY ----- take off goggles >> You wouldn't be able to unlock the round red door >> with goggles. wear gloves >> The objects that you're holding fall to the ground. w (to East Courtyard) w (to West Courtyard) s (to Living Room, back half) w (to Dance Studio) d (to Tunnel, south end) n (to Tunnel, north end) u (to Gazebo) e (to Secret Garden, near east wall) --- SECRET GARDEN (near the east wall) ----- e (through the sour mist on your third trip) --- WEST COURTYARD ----- e (to East Courtyard) climb tree (to Up in Sycamore Tree) s (to Balcony) --- BALCONY ----- >> Your other self calls the fuzzy chamber. s (to Fuzzy Chamber) --- FUZZY CHAMBER ----- wait >> The Fuzzy Chamber turns until the hole faces down. wait >> The Fuzzy Chamber turns until the hole faces east. e (to Short Hall) e (to Martin's bedroom) --- MARTIN'S BEDROOM ----- wait >> The glass display case opens. take lamp w (to Short Hall) w (to Fuzzy Chamber) -- FUZZY CHAMBER ----- wait >> The Fuzzy Chamber turns until the hole faces down. wait >> The Fuzzy Chamber turns until the hole faces west. w (to Rachel's Bedroom) --- RACHEL'S BEDROOM ----- rub lamp rub lamp rub lamp >> The lamp lights. take sketchbook >> The Fuzzy chamber resets. put lamp on shelf >> The Fuzzy Chamber turns until the hole faces you. e (to Fuzzy Chamber) --- FUZZY CHAMBER ----- *** 5 POINTS FOR GETTING THE SKETCHBOOK OUT OF RACHEL'S BEDROOM *** wait >> The Fuzzy Chamber turns until the hole faces down. d (to Laundry Room) e (to Kitchen) --- KITCHEN ---- wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait >> Wait until Martin moves the china cabinet. s (to Dining Room by the china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) --- LIVING ROOM (back half) ----- wait >> Rachel sees you and takes the sketchbook. As Rachel sketches >> Martin, he looks up and shares a moment of connection with her. *** 5 POINTS FOR GETTING THE SKETCHBOOK TO RACHEL *** *** 5 POINTS FOR ACTIVATING THE BROWN CORD *** e (to East Courtyard) --- EAST COURTYARD ----- take key take lemonade unlock padlock with copper key take padlock take chain open door e (to Laboratory) --- LABORATORY ----- open microwave door put lemonade in microwave close door push start button >> A nested mist portal is activated. The taste doesn't matter. unlock window open window n (to By Flat Rock) nw (to Curved Pathway) n (to Clearing) w (to Aspen Grove) --- ASPEN GROVE ----- follow fireflies follow fireflies follow fireflies follow fireflies follow fireflies --- STONE PATH (by the aspen grove) ---- s --- STONE PATH (by the red door) ----- take key take tools unlock red door with silver key silver key open door s ---- SECRET GARDEN (near the north wall) ----- s (to Gazebo) e (to Secret Garden, near east wall) --- SECRET GARDEN (near the east wall) ----- e (through mist) --- KLEIN BOTTLE ----- drop tools *** 1 BONUS POINT FOR DROPPING THE MACHINE TOOLS IN THE KLEIN BOTTLE *** mqz7s!! >> The Klein Bottle breaks in a feedback look. --- SECRET GARDEN (near the east wall) ----- n --- SECRET GARDEN (near the north wall) ----- n --- STONE PATH (by the red door) ----- close door lock door with silver key n --- STONE PATH (by the aspen grove) ----- n --- ASPEN GROVE ----- e e e e e e >> Keep going until you get to the Clearing. --- CLEARING ----- s (to Curved Pathway) se (to By Flat Rock) ne (to Straight Pathway) ne (to Ravine, across from the sycamore grove) --- RAVINE (across from the sycamore grove) ----- throw copper key in ravine throw silver key in ravine sw (to Straight Pathway) sw (to By Flat Rock) --- BY THE FLAT ROCK ----- s (to Laboratory) close window lock window push stop button open microwave door take glass close microwave door w (to East Courtyard) --- EAST COURTYARD ----- close doors put chain on doors put padlock on chain lock padlock drop glass w (to West Courtyard) --- WEST COURTYARD ----- w (through the mist to the current time) --- SECRET GARDEN (near the east wall) ----- w (to Gazebo) d (to Tunnel, north end) s (to Tunnel, south end) u (to Dance Studio) e (to Living Room, back half) s (to Living Room, front half) --- LIVING ROOM (front half) ----- take off gloves n (to Living Room, back half) n (to West Courtyard) e (to East Courtyard) e (to Laboratory) --- LABORATORY ----- take sack, nose tile, eye tile put nose tile in sack put eye tile in sack w (to East Courtyard) w (to West Courtyard) s (to Living Room, back half) s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet n (to Kitchen) --- KITCHEN ----- take fan, yellow cassette w (to Phone Booth) --- PHONE BOOTH ----- press "4" (Phone Booth goes to the Second Floor.) e (to (Second Floor Landing) n (to Short Hall) w (to Fuzzy Chamber) --- FUZZY CHAMBER ----- take ear tile >> Fuzzy Chamber turns until hole faces west. w (to Rachel's Bedroom) --- RACHEL'S BEDROOM ----- put ear tile in sack take sketchbook >> Fuzzy chamber resets. turn page turn page x sketchbook >> Looking at Rachel's sketch of Martin will allow >> you to dream of Martin with hope in his eyes. >> Because Rachel has captured something fundamental >> in her sketch, this drawing will cause you to >> dream about the real Martin (unlike the photo on >> on the employee badge). turn page >> Don't look at the sketchbook now or else your >> dream will change! put sketchbook on shelf >> Fuzzy Chamber turns until hole faces you. e (to Fuzzy Chamber) --- FUZZY CHAMBER ----- take ear tile e (to Short Hall) s (to Landing) w (to Phone Booth press "9" (Phone Booth goes to pantry) e (to Kitchen) s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) --- LIVING ROOM (front half) ----- lie on sofa sleep *** 5 POINTS FOR DREAMING *** drop fan drop tape wake --- LIVING ROOM (front half), lying on the sofa ----- stand put ear tile in sack put sack on platform wear gloves lie down sleep --- DREAM ----- take fan wave fan *** 5 POINTS FOR REMEMBERING THE REAL MARTIN *** take cassette give cassette to martin take off headphones give headphones to martin >> Martin listens to the message from his father. >> One cord of the belt turns white. take martin's hand >> You must be wearing the gloves. >> Since all cords onthe belt are activated, both >> you and Martin are pulled back into the real world. *** 10 POINTS AND WINNING MOVE OF GAME ***