ࡱ> bda)` ,bjbj .V{{$\,\,\,\,<,d5--------H5J5J5J5J5J5J5$6h8n50--00n5--51110"--H510H5111-, ?b\, 1:1H550519Z19191-,4.1 //H---n5n5v1 ---50000(\,\, The Sueo by Marshal Tenner Winter (a walkthrough) Disclaimer: This work of interactive fiction is a HELL of a lot better if played without the use of a walkthrough. -The Hospital -Waiting Room -There's not much you can do at first but wait in the waiting room until the receptionist lets you through to the sleep lab. This takes 5 turns. -While you're waiting, you can take the time to do such things as examining yourself, checking your inventory, or pestering the receptionist. -Once allowed, head north then east to get to the sleep lab. -Sleep Lab -Talk to Dr. Lynch. Ask him about any available conversation topics, especially "Lynch", "medication", and "side effects". -After talking to Dr. Lynch, he will instruct you to get changed in the dressing room (to the north) and come back out to begin the sleep study. -In the dressing room, take off your shoes, then your pants. Then drop them both (you won't need to carry them into bed). Grab the hospital gown and put it on. -Return south to the sleep lab and Dr. Lynch will automatically hand you a small cup with a chewable pill in it. -Chew the pill and give the cup to Dr. Lynch. -Get in bed. Once in bed, it takes 3 turns to fall asleep. You can do it quicker by typing "sleep", of course. The House -Someone's Bedroom -Stand up and take the talking brain out of the aquarium. -That's all you really have to do in here, but have fun examining the posters or watching the television set. -When you're ready, head north. -Carpeted Junction -The first time you are passing through here, you should head east, into the bathroom. Otherwise, heading southeast takes you to a cozy study. -Steamy Bathroom -You can't see anything in this bathroom until you move around. Go north to bump into a moist sink with a mirror. Examine the mirror. -Go east to bump into a shower door. You will need to get in that shower stall. -Go south to bump into a moist toilet. Flush it. -The shower stall is now open. Head east. -Shower Stall -All you need to do in here is take the washcloth. -Head west to the bathroom and west again to the carpeted junction. -Head southeast to the cozy study. -Cozy Study -Examine the fireplace. There is a small door inside it. It needs to be cleaned. -Wipe the door with the washcloth. You will then find four dials on the door. -The dials need to be set to a four-digit combination. The combination is what was written on the mirror in the bathroom. -Set first dial to 7. Set second dial to 1. Set third dial to 7. Set fourth dial to 8. You will hear a click and the door pops open, revealing the interior of a safe. -In the safe is a crumpled napkin. Take it and examine it. This introduces the "dream" command. Use this command in the game to play around with the environment of the lucid dream. This command will also be needed to solve more than one puzzle. -That's all to this room unless you wanted to examine the many books in the bookshelf. -Head south to the dining room. -Dining Room -There are moving boxes in here and you need to open them to get something, but you need something from the kitchen to do it. -Head west to the kitchen. -Kitchen -Open the drawers to find a box-cutter. -Head back east to the dining room. -Open the box with the box-cutter and you'll find and automatically take an old-school floppy disk. It is labeled "Read Me" but there's no computer with which to do this yet. -Head west to the kitchen again and then northwest to the screened porch. -Screened Porch -Take the worn backpack. You can use this throughout the game to manage your inventory items. -Head west to leave the house. -The first time you head west from the screened porch, there is a cut-scene involving you waking up in the sleep lab momentarily and talking to Dr. Lynch. -Trees (near the screened porch) -The first time you are here, you should head south to the trees near the doghouse. -Trees (near the doghouse) -There is an ancient doghouse here. Search its opening to find, and automatically take, a spiked dog collar. -Dream about the collar to summon a mastiff whom you will need to get out of the forest. -Head back north to return to the trees (near the screened porch). -Head north again to get to the trees (deep in the woods). -Head northeast to get to the trees (near the waterfall). -Head northeast again to get to the trees (near the overlook cliff). -Trees (near the overlook cliff) -Try to go southeast. You won't make progress as the path is blocked to you, but the mastiff will chase off whatever spirits were down there. -Now you can go southeast to the rocky path (but the mastiff is gone for good). -Rocky Path -From here, all there is to do is exit the woods. So head southeast to the trees (the lower woods). -Then head east to get to the trees (on the faint path) and then east again to enter the small town. -There is another cut-scene before arriving at Woodside Lane. -Woodside Lane -There are a number of objectives in this town and they can be pursued in just about any order. This walkthrough gives you a direct, concise method of exploring the town. -The library is to the east but it's currently locked. -Head south to Woodside & Cliff. -Woodside & Cliff -The bank is to the south but it's not open yet. -Head east to Cliff Street. -Cliff Street -Head south to enter the post office. -Post Office -Examine the posters, then examine the wanted poster. -Take the care package from the out-of-town bin. -Unwrap the package then open the package. -Take the old key from the package. -Return north to Cliff Street then head east to Church & Cliff. -Church & Cliff -Head southeast to enter the dentist's office. -Dentist's Office -Sit in the dentist's chair. -When the probe attacks, there's one thing to do: dream about the probe and it will wink out of existence. -Take the mouth mirror that subsequently appears on the service table. -Head back northwest to leave the dentist's office and get back to Church & Cliff. -Then head north to Church Lane, then north again to Church & Main. -Church & Main -Unlock the church's door with the old key. -Head east into the church. -Saint Josephs' -Head east to the steeple, then up to the rickety belfry. -Rickety Belfry -Take the baseball bat and hit the bell with it. The library door will become unlocked because of this. -Head down, then west to get back to Church & Main. -Wallace Josephs -Hitting the bell in the church awoke Wallace Josephs, a dangerous figment of Dr. Lynch's subconscious. By the time you leave the church, you will most likely encounter him. -Wallace Josephs wears an apron with a pocket. There's something in that pocket you will need. -Attack him with the box cutter. If you miss and drop the box cutter, just pick it up and try again. -Once Wallace is wounded, the apron will fall to the ground, useless. You can now search the pocket and take the biological clock. -If Wallace defeats you and you wake up, you can simply UNDO and try again. -Church & Main (again) -Head west to Main Street. -From there, head north to enter the hardware store. -Hardware Store -Look behind the counter to find a sturdy hammer. -Examine the dust. Someone's written a message in it. -Nothing else to do here, so head back south to Main Street. -From Main Street, head west to Woodside & Main. -Woodside & Main -You need to get into the pharmacy to the north. -Break the door with either the hammer or the baseball bat. -Go north into the pharmacy. -Pharmacy -Look behind the counter to find a pad and a pencil. -rub the pad with the pencil to read a message. -After rubbing the pad with the pencil, time will pass in town and the bank will open. -Head south, back to Woodside & Main. -Head south again to Woodside Lane. -Head south again to Woodside & Cliff. -The bank is now open, head south to enter it. -Bank Anteroom -Search the corpse and find a credit card. -Put the card in the ATM. -Type 7178 in the ATM. This produces a 20 dollar bill which you automatically take. -Now put the credit card in the card-reading device. This unlocks the south door. -Head south into the bank lobby. -Bank Lobby -Give the bill to the guard. This unlocks and opens the vault door to the west. -Go west into the bank vault. -Bank Vault -Take the monocle. -Head back east to the bank lobby. -Then head north to the bank anteroom. -Leave the bank, heading north to Woodside & Cliff. -Go north to Woodside Lane. -Woodside Lane (again) -The library is now open so head east. -Library Lobby -Go north into the computer lab. -Computer Lab -Put the floppy disk in the disk drive. -The computer gives you instructions: look up Wallace Josephs in the Reference section and then set the biological clock to wake up. -Head back south to the library lobby. -Head northeast to the reference section. -Reference -You will have to disable a laser here before being able to reach the reference books. -If Wallace Josephs shows up and pesters you, you will have to attack him with your choice of weapon from your inventory. -Break the laser with the mouth mirror. -Wear the monocle. -Consult the books about Wallace Josephs. -Having learned Dr. Lynch's secret, you must now set the biological clock to wake. -In 4 turns, the clock explodes and you wake from the dream. 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