16 October 2021

Out Of Order

 


YEAR
:  2003


GENRE:  Graphic Adventure


WHERE TO GET IT:   Official Link Is Dead



INTRO

 

Watch the intro, as you wake up during a stormy night, and decide to make yourself a nice snack. 

 

 

 

 

BEDROOM

 

In the same place, and the same time, you, Hurford, are woken through the night by a thunderstorm.  You are about to go down to the kitchen to make yourself a snack… when the thunderstorm disappears!  But… how is that possible?  You are about to find out…

 

Explore your bedroom.  Look out the window - hmmm, something is definitely different out there!  Pull the light cord next to the window.  Things are still different.  Look at the pillow on the bed - nothing hidden under there.  Look at Earth poster on the wall.  Take some STUFF-STIK from the wall (it’s holding the speaker wires in place).  Look at the stereo, and look at the plastic panel on the side that’s screwed shut.  You need to find something to unscrew it with.  Look at converted toast rack on the wall, and take the THREE FRANK HARLONS CD.  Use THREE FRANK HARLONS CD with the stereo.  Ahhh, music at it’s best!  This CD makes you feel like you can do anything!  Look at bedroom door and try to open bedroom door.  Well, that’s certainly odd!  It’s never done that before!  Look at DOOR HANDLE and take DOOR HANDLE.  Now open the bedroom door again, and walk out to the corridor. 

 

 

 

 

MIDDLE OF THE CORRIDOR

 

Wow!  This isn’t your corridor!  And what are all these other doors?  And there are corridors above and below you, as far as the eye can see.  Look at the plaque on the door to see your name on it (this is important, otherwise you can‘t get an ID Card).  If you want to get back into your bedroom, just use the handprint panel next to the door.  Now walk left, looking at each door along the way, until you reach the Left End Of The Corridor. 

 

 

 

 

LEFT END OF THE CORRIDOR

 

Look at the Computer Terminal, and use the Computer Terminal.  It talks to you!  Work through all the dialogue.  It tell you that there’s an Introductory Meeting downstairs on the Ground Floor, which you should attend.  It also gives you an ID CARD - choose any name when prompted.  When conversation is over, head right, and continue right, until you reach the Right End Of The Corridor. 

 

 

 

 

RIGHT END OF THE CORRIDOR

 

There’s a Lift here, that can take you down to the Ground Floor, where the Introductory Meeting is taking place.  Use the Call Button, then enter the Lift. 

 

 

 

 

LIFT

 

Use ID CARD in the ID Card slot.  When you reach Ground Floor, leave the Lift, and go out into the garden. 

 

 

 

 

GROUND FLOOR GARDEN

 

Look at the sign post in the grass.  Now enter through the enormous doorway, into the Security Building, where the Introductory Meeting is being held. 

 

 

 

SECURITY BUILDING - LOBBY

 

Talk to man with the yellow jumper, and work through all the dialogue.  Talk to the computer in the wall.  Now walk through door on the right, into the Auditorium. 

 

 

 

SECURITY BUILDING - AUDITORIUM

 

Talk to the stage, and work through all the dialogue.  None of your questions will be answered.  When conversation is over, try to leave the Auditorium.  But you will be unable to leave the room, and the speaker system tells you off for disrupting the Meeting.  The Anthem is played, and you feel… you feel…

 

 

 

 

BEDROOM

 

You’re back in your bedroom.  Everything is fine here.  You love everything, and everything loves you.  It’s nice here, in your bedroom.  Open the door, and try leave if you like.  But you are content to stay here.  If anyone needs you, they will summon you. 

 

Remember your THREE FRANK HARLONS CD?  It makes you think you can do anything.  Use THREE FRANK HARLONS CD in the stereo, and listen to the music.  Phew!  Your trance is broken, and you have your free will again!  Open the door and leave the room. 

 

 

 

 

MIDDLE OF THE CORRIDOR

 

Head left, to the Left End Of The Corridor. 

 

 

 

 

LEFT END OF THE CORRIDOR

 

Talk to the Computer Terminal and work through all the dialogue.  When conversation is over, head right, and continue right, until you reach the Right End Of The Corridor. 

 

 

 

 

RIGHT END OF THE CORRIDOR

 

Press the Call Button and enter the Lift.  As before, use ID CARD in the ID Card Slot.  When you reach the Ground Floor, leave the lift and walk out into the garden. 

 

 

 

 

GROUND FLOOR GARDEN

 

Ignore the enormous doorway.  Go left to the Shopping Centre. 

 

 

 

 

SHOPPING CENTRE

 

Look at the big sign on the wall.  The name of the shopping centre hasn‘t been filled in.   Enter Bob’s Piles. 

 

 

 

 

SHOPPING CENTRE - BOB’S PILES

 

The shop is rather… empty!  Talk to Bob and work through all the dialogue.  Apparently, this is an electrical shop.  Bob tells you about his old cardboard boxes, and how he leaves them outside for recycling.  When you’re ready, leave the shop. 

 

 

 

 

SHOPPING CENTRE

 

Enter the alley on the left. 

 

 

 

 

SHOPPING CENTRE - ALLEY

 

Look at cardboard boxes.  These are the boxes that Bob left out for recycling.  Search the cardboard boxes to find MOTORTROLL LEAFLET.  Look at MOTORTROLL LEAFLET in your Inventory to see that it’s for a device that lets you retrieve passwords.  Hmm, this could be handy!  Search the cardboard boxes again to find a WARRANTY CARD.  Look at WARRANTY CARD in your Inventory to learn that it’s a warranty for a MotorTroll device.  If your MotorTroll device doesn’t work, simply take the WARRANTY CARD back to the shop to get a replacement.  That’s good to know!  Now walk left, into the Surgery. 

 

 

 

 

SHOPPING CENTRE - SURGERY

 

Explore the room.  Talk to the Roboceptionist.  Oh dear!  She appears to be broken.  Look at toy box on the table, and search the toy box to find a TOY CAR.  Search toy box again to find a DOLL.  Now go through door on the left, into the Consulting Room. 

 

 

 

 

SHOPPING CENTRE - SURGERY CONSULTING ROOM

 

Well, this certainly is a strange Consulting Room!  Look at the alien Doctor, talk to alien Doctor, and work through all the dialogue.  Tell the Doctor you’re feeling ill, but he’s telepathic and he knows you are lying.  When conversation is over, look at Encyclopaedia in the foreground.  Now search the bin to find a RIGHT SURGICAL GLOVE.  Try to touch the WIRED UP GLASSES on counter on the bottom right corner, but Doctor stops you, since the transformer is broken.  Look at the transformer next to the WIRED UP GLASSES.  Use the transformer, and keep using (notice the WIRED UP GLASSES start blinking faster and faster) it until it blows up.  Now pick up the transformer, to get some BURNT OUT WIRES.   Talk to the alien doctor again.  Keep talking, until he mentions BUMPER STICKERS.  Ask him for a BUMPER STICKER, but he won’t give you one unless you have a car… which you don‘t have.  Looks like you’ll have to deal with this later.  When you’re ready, leave the Consulting Room, and make your way back to the Shopping Centre.  

 

 

 

 

SHOPPING CENTRE

 

Enter Bob’s Piles again. 

 

       

 

 

SHOPPING CENTRE - BOB’S PILES

 

Remember what the WARRENTY CARD said about replacements.  Show WARRENTY CARD to Bob, then show BURNT OUT WIRES to Bob.  Bob believes that this is all that’s left of your MotorTroll, and teleports himself out, to look for a replacement.  Unfortunately, when he returns moments later, only to inform you that he’s out of stock.  All he can offer you is a pre-release MOTORTROLL.  When you’re ready, leave the shop. 

 

 

 

 

SHOPPING CENTRE

 

Look at the Sweaty Palms Pub on the left, and enter the Pub. 

 

 

 

 

SHOPPING CENTRE - SWEATY PALMS PUB

 

Look at Greg the Barman, talk to Greg, and work through all the dialogue.  He won‘t serve you a drink, unless you can pay for it.  Now explore the bar.  Look closely at the black metal box next to door on the right, and notice the sensor next to it.  Take the AUTHENTIC COIN from the black metal box, and give it to Greg, to buy a drink.  Unfortunately, the sensor alarm goes of, alerting Greg that the AUTHENTIC COIN is now out of range of the sensor.  Damn!  Okay, pick up the sensor from next to the door, and relocate it to the Fruit Machine.  Now give AUTHENTIC COIN to Greg again - this time, the alarm doesn’t go off.  Now ask for a drink.  Keep asking, until you get the TAI-KWON-DONKEY.  Pick up the TAI-KWON-DONKEY, and pick up BENDY STRAW from the counter.  When you’re ready, leave the bar. 

 

 

 

 

SHOPPING CENTRE

 

Walk down to the back of the shopping centre. 

 

 

 

 

SHOPPING CENTRE - BACK OFF THE SHOPPING CENTRE

 

Look at the green alien, and talk to the green alien.  Hmm, it’s some kind of holographic answering service.  Choose any dialogue option.  Now look at the window on the right, to see that one of the TVs has been left on.  Now enter door, into Diner Mo’s. 

 

 

 

 

SHOPPING CENTRE - DINER MO’S

 

Talk to Human Public Address System in the yellow jumper (you find out later, his name is Deidre), and work through all the dialogue.  Tell him how you escaped from your room by playing the music CD.  He tells you that an organisation known as ‘The Panel’ are in charge of things around here.  But he doesn’t know who they are.  Take note of the return address he mentions.  The last 2 letters after ’Panel’ are important, and they change with every game, so pay attention.  He also tells you about a secret, underground magazine, and offers to take you to their Headquarters. 

 

 

 

 

SHOPPING CENTRE - ALLEY

 

Well, how about that?  The magazine’s secret Headquarters is hidden in the alley.  Deidre uses the passwords ‘Spuds’ to open the entrance.  When you’re ready, enter the secret tunnel, into the magazine Headquarters. 

 

 

 

 

SHOPPING CENTRE - MAGAZINE HEADQUARTERS

 

Walk down the ramp, to the lower level. 

 

Notice the journalist working behind the large clippings board.  Talk to him and work through all the dialogue.  He introduces himself as Urban Leopard.  He tells you about his underground magazine, and when you ask him about the issue with the music article, he tells you that it’s in the pile next to the ramp.  When conversation is over, look at the large clippings board.  Now search pile of papers next to the ramp, and you automatically pick up an old copy of ‘Radio Times’.  Read all the stories, including the ‘Staff Wanted’ article, that Bob from Bobs Piles is looking for a new Delivery Person.   When you’re ready, exit the close-up, and leave the magazine Headquarters. 

 

 

 

 

SHOPPING CENTRE - ALLEY

 

You’re back out in the alley, and the wall automatically closes up behind you.  Walk up to the garden. 

 

 

 

 

SHOPPING CENTRE - GARDEN

 

Enter Bob’s Piles shop. 

 

 

 

SHOPPING CENTRE - BOB’S PILES

 

Talk to Bob, using the following dialogue options. 

 

        -       I understand you’re looking for a delivery person.

        -       Yes!  Of course I am!

        -       I think I’ll have another look around. 

 

He gives you a PACKAGE to deliver.  Look at PACKAGE in your Inventory, to learn that it’s to be delivered to Floor 83 of the Office Block.  When you’re ready, leave the shop. 

 

 

 

 

SHOPPING CENTRE - GARDEN

 

Head left, into the alley. 

 

 

 

 

SHOPPING CENTRE - ALLEY

 

Walk left, into the Surgery. 

 

 

 

 

SHOPPING CENTRE - SURGERY

 

Make your way into the Consulting Room. 

 

Now the aim here, is to convince the doctor that you’re sick.  But remember, he is telepathic, so he knows when you are lying.  In your Inventory, use BENDY STRAW with the TAI-KWON-DONKEY, and you automatically take a sip.  Now quickly talk to the doctor, using the following dialogue. 

 

        -       I’m back.  I’m feeling really ill again. 

 

The Doctor examines you, and when he consults his encyclopaedia, pick up the SURGICAL INSTRUMENT from the top-right desk.  Now leave the Consulting Room, and return to the Shopping Centre. 

 

 

 

 

SHOPPING CENTRE

 

Walk right to the garden. 

 

 

 

 

GROUND FLOOR GARDEN

 

Walk right again, past the lift, and onto the Office Block. 

 

 

 

 

OFFICE BLOCK

 

Look at the Reassuring Message on the wall, and try to take the Reassuring Message - you take the OK letters (you‘ll need them later).  Enter the office block. 

 

 

 

 

OFFICE BLOCK - LOBBY

 

Talk to Roboceptionist, and tell him: 

 

        -       I’m here to deliver a parcel. 

 

Show PACKAGE to Roboceptionist, and he will open a door for you.  Head through door on the right, into a corridor. 

 

 

 

 

OFFICE BLOCK - CORRIDOR

 

Look at the Diner Mo’s poster on the Notice Board on the right - it says you can get a free burger if you take one of the leaflets from the box.  The problem is… the box is empty!  Damn!  Never mind, you can still get around that.  Use SURGICAL INSTRUMENT with the poster to cut out DINER MO’S LEAFLET.  Now look at the Notice next to the poster, to learn how the computer system works.  When you’re ready, open the metal door next to you, and enter the Meeting Organiser’s Office. 

 

 

 

 

OFFICE BLOCK - MEETING ORGANISER’S OFFICE

 

Look at books and bookcase on the left.  Look at PEN on top the bookcase, and pick up PEN.  Take the POSTCARD from the Notice Board.  Now in your Inventory, look at the POSTCARD - it’s a view of the shopping centre.  Still in your Inventory, use the POSTCARD to turn it over.  Now look at it again to see the message on the back - ‘You Force Heaven To Be Empty’.  Now close your Inventory, and look at the computer to get a close-up.  Use the Touch Screen to begin, then again to continue.  You need to enter a Username and a Password.  But what could the Username & Password be?  Let’s put the clues together. 

 

        -       Deidre told you a 2-letter address when he was

                talking about The Panel.  Go and ask him again, if you

                don‘t redeemer what it is.

 

        -       Remember the Notice on the Notice Board outside. 

 

        -       The message on the POSTCARD

 

From those clues, we can work out the Username and Password. 

 

        USERNAME:      [The 2 letters that Deidre told you]

        PASSWORD:     U472BMT

 

Enter those details into the computer to log in.  Now look at the computer again, and your email programme will load up.  Select ‘See all the new messages I’ve received’.  Wow, you learn that electromagnetic disturbances are coming from the Doctor’s basement.  How bizarre! 

 

Select ‘Show me all the messages I’ve sent recently.’  Read all 3 messages.  Message 1 is a simple message to Deidre Spencer.  Message 2 is to Accommodation Computers, and talks about the new TownDate dating system.  Message 3 is another message to Accommodation Computers, but this time, mentioning that there are some problems with TownDate. 

 

Select ‘I want to send a brand new message.’  Send a message to Deidre Spencer, and send a message to Accommodation Computers.  For a bit of fun, send a message to yourself, Hurford. 

 

Select ‘I’m done with my messages.  Quit.’

 

You’ve now logged out of the computer.  Leave the office, head upstairs to the Lobby, and leave the building. 

 

 

 

 

OFFICE BLOCK

 

Walk up the path to the garden. 

 

 

 

 

GROUND FLOOR GARDEN

 

Use the big red Call Button, to call the lift.  Enter the lift, and use ID CARD in the ID Card Slot.  You travel all the way back up to the corridor. 

 

 

 

 

RIGHT END OF THE CORRIDOR

 

Head left, and continue left, past your door, until you reach the Computer Terminal. 

 

 

 

 

LEFT END OF THE CORRIDOR

 

Talk to the Computer Terminal, using the only dialogue option available. 

 

        -       Thanks.  I’ll be off now. 

 

The Computer Terminal gives you a BLANK TOWNDATE FORM.  Talk to the Computer Terminal again, using the dialogue options. 

 

        -       Can I have another TownDate application form?

        -       Thanks I’ll be off now.

 

You end up with 3 BLANK TOWNDATE FORMS.  Now look at the human-sized door on the left, to learn that it belongs to  Sylvia Jjones-Jjjones.  Knock on the door to talk to her, and choose any dialogue option.  No matter what you say, she will slam the door in your face.  Oh well, maybe she’ll talk to you later.  Head right, and continue right, until you reach the lift. 

 

 

 

 

RIGHT END OF THE CORRIDOR

 

Use the Call Button, and enter the lift.  Use ID CARD in the ID Card Slot, to travel down to the Ground Floor. 

 

 

 

 

GROUND FLOOR GARDEN

 

Walk left to the Shopping Centre. 

 

 

 

 

SHOPPING CENTRE

 

Walk down to Back Of The Shopping Centre. 

 

 

 

 

SHOPPING CENTRE - BACK OFF THE SHOPPING CENTRE

 

Look in the shop window to see the interview with Sylvia Jjones-Jjjones.  Wow!  You live on the same floor as a celebratory!  How exciting!  When you’re ready, walk up into Diner Mo’s. 

 

 

 

 

SHOPPING CENTRE - DINER MO’S

 

Post DINER MO’S LEAFLET into the slot next to the big plastic burger to get a free BURGER.  Look at BURGER in your Inventory, and you pull out the SLICE OF GHERKIN.  Look at the SLICE OF GHERKIN in your Inventory, and note that it is the same size and shape as a 50p coin.  Now that could be useful!  When you’re ready, leave Diner Mo’s. 

 

 

 

 

SHOPPING CENTRE - BACK OFF THE SHOPPING CENTRE

 

Make your way back to the Lift in the garden. 

 

 

 

 

GROUND FLOOR GARDEN

 

As before, use the big red Call Button, to call the lift.  Enter the lift, and use ID CARD in the ID Card Slot.  You travel all the way back up to the corridor. 

 

 

 

 

RIGHT END OF THE CORRIDOR

 

Head left, and continue left, until you reach the Computer Terminal. 

 

 

 

 

LEFT END OF THE CORRIDOR

 

Knock on Sylvia’s door, and use the following dialogue option. 

 

        -       Why, only your biggest fan ever!  Wow! 

 

Now work through all the dialogue, and she’ll tell you that she likes photographing models - the plastic and metal kind, not the human kind.  Now that’s interesting!  Remember that you need to prove to the Doctor that you own a car?  Maybe you could kill 2 birds with 1 stone here.  Use the following dialogue option. 

 

        -       Hang on there for a second. 

 

In your Inventory, use SURGICAL INSTRUMENT with the ID CARD to get PHOTO FROM ID CARD.  It’s a photo of you, Hurford.  Now use SURGICAL INSTRUMENT with the DOLL to get DOLL’S HEAD and DECAPITATED DOLL.  Attach PHOTO FROM ID CARD to the DECAPITATED DOLL, then use the resulting HURFORD DOLL with the TOY ANTI-GRAVITY CAR.  The result is HURFORD DOLL IN TOY CAR.  Give HURFORD DOLL IN TOY CAR to Sylvia, and choose any dialogue option to name your sculpture.  She goes back inside her apartment to photograph your creation, leaving you waiting out in the corridor. 

 

Walk right one screen, then return here.  Knock on Sylvia’s door again, and use the following dialogue option. 

 

        -       Is that photograph done yet? 

        -       Sorry to bother you.  Bye. 

 

Sylvia has indeed photographed it, so she can feature it in her next exhibition.  She gives you a framed photo of your sculpture, which she has named TRANSITION LEFT EIGHT.  That’s just the proof you need, to show the Doctor that you really do own a car!  Leave Sylvia, and head all the way right, to the Lift. 

 

 

 

 

RIGHT END OF THE CORRIDOR

 

Use the Call Button, and enter the lift.  Use ID CARD in the ID Card Slot (don‘t worry, it still works, even though you cut out the photo), to travel down to the Ground Floor. 

 

 

 

 

GROUND FLOOR GARDEN

 

Walk left to the Shopping Centre. 

 

 

 

 

SHOPPING CENTRE

 

Walk left into the alley. 

 

 

 

 

SHOPPING CENTRE - ALLEY

 

Go left again, into the Surgery. 

 

 

 

 

SHOPPING CENTRE - SURGERY

 

The Roboceptionist is still malfunctioning, so just ignore her.  Go through door on the left, into the Consulting Room. 

 

 

 

 

SHOPPING CENTRE - SURGERY CONSULTING ROOM

 

Show your TRANSITION LEFT EIGHT framed photograph to the Doctor, to ‘prove’ that you have a car.  The Doctor believes your deception, and lets you take the BUMPER STICKER.  Now make your way back to the Shopping Centre. 

 

 

 

 

SHOPPING CENTRE

 

Enter the Sweaty Palms Pub. 

 

 

 

 

SHOPPING CENTRE - SWEATY PALMS PUB

 

Remember the SLICE OF GHERKIN you got from the BURGER?  And remember how it’s the same shape and size of a 50p coin?  Use SLICE OF GHERKIN in the Fruit Machine.  Unfortunately, you manage to jam the Fruit Machine.  The robot comes to repair it, giving you access to the strange panel that was previously blocked.  Take the strange panel to open it, then pick up the SCREWDRIVER that was hidden behind the panel.  Now leave the pub. 

 

 

 

 

SHOPPING CENTRE

 

Walk right one screen, to the garden. 

 

 

 

 

GROUND FLOOR GARDEN

 

Go up through the enormous doorway, into the Security Building. 

 

 

 

 

SECURITY BUILDING - LOBBY

 

Look at the electronic device in the wall, talk to the electronic device, and work through all the dialogue.  No matter what you say, the electronic device will not let you into the Control Room, unless you know the password.  Hmm, this could be tricky! 

 

Use MOTORTROLL on the electronic device to try and scan for the password.  Unfortunately, this is just a prototype, and is not compatible with Anitron systems such as this security system.  You must trick it into thinking that this security system is made by Klaxon. 

 

If you haven’t done so already, leave this security building and head down to the Office Block, pick up the OK letters from the Reassuring Notice on the wall, then return here. 

 

Use BUMPER STICKER with the security notice above the electronic device in the wall.  In your Inventory, attach STUFF-STICK to the plastic OK letters to make them sticky, then attach plastic OK letters to the security notice above the electronic device.  Now the security notice reads ‘Security By Klaxon’.  Tee-hee!  Use MOTORTROLL with the electronic device again, and this time, you get the password ‘Default’.  Talk to the electronic device using the following dialogue option. 

 

        -       The password is DEFAULT. 

 

Success!  Finally!  Enter the Control Room. 

 

 

 

 

SECURITY BUILDING - CONTROL ROOM

 

Explore the room.  Look at everything on the Notice Board, paying special attention to the music centre manual.  Apparently, there must always be a music device playing from the music centre.  Now look at the music centre, and look at the blue screen in the music centre.  This shows that the CD currently playing, is the music that brainwashed you at the meeting.  This would be a good story for Urban Leopard’s underground magazine.  But before you leave here, you HAVE to put an end to this brainwashing scheme!  But it’s not quite that simple!  If you read the music centre manual, you’ll know that a music device must always be playing from this music centre.  So you need to override the brainwashing CD.  Remember how you broke your own brainwashing trance?  Now insert THREE FRANK HARLONS CD into the empty slot in the music centre, and press the ‘Play’ button.  Take CONTROL ROOM CD from slot on the left.  You’ve done all you can here, so leave the Control Room. 

 

 

 

 

SECURITY BUILDING - LOBBY

 

Let’s go and tell Urban Leopard what we found out.  Walk left to leave the Security Building. 

 

 

 

 

GROUND FLOOR GARDEN

 

Head left 2 screens, to the alley in the shopping centre. 

 

 

 

 

SHOPPING CENTRE - ALLEY

 

Talk to the hidden doorway in the wall, and say the password ‘Spuds.’ 

 

 

 

 

SHOPPING CENTRE - MAGAZINE HEADQUARTERS

 

Walk down the ramp, to the lower level.  Talk to Urban Leopard, and work through all the dialogue.  When asking about the Doctor’s basement, Urban Leopard tells you that the metal door beneath the ramp leads into the basement.  He gives you a DOOR REMOTE that unlocks the door, but he cannot remember the combination - he only remembers that it’s a 4-digit number.  Looks like you’ll have to work out the combination yourself! 

 

Let’s get started then.  Use DOOR REMOTE with the metal door, and try pressing some buttons.  ‘Click’ means a correct number, and ‘Clunk’ means a wrong number.  The device resets itself after each ‘Clunk’, so you need to get 4 ‘Clicks’ in a row.  The combination changes for every game, so pay attention.  When the door finally opens, walk through, into the Doctor’s Basement. 

 

 

 

 

DOCTOR’S BASEMENT

 

Explore the room.  Look at the old tape deck on the right.  Pick up the CASSETTE, and play it in the tape deck - the CASSETTE is blank.  But maybe you could use to analyze the CONTROL ROOM CD

 

Leave the Basement, and make your way back through the shopping centre, and up the Lift to the corridor. 

 

 

 

 

RIGHT END OF THE CORRIDOR

 

Walk right one screen, to the middle of the corridor. 

 

 

 

 

MIDDLE OF THE CORRIDOR

 

Use the handprint panel next to your bedroom door, and enter your bedroom. 

 

 

 

 

BEDROOM

 

Look at your stereo, and look at the plastic panel on the side of your stereo.  Use SCREWDRIVER to open the plastic panel, and you get a close-up. 

 

Look at wires connected to the motor.  Disconnect the wires, then attach red wire to the Negative connection, and black wire to the Positive connection.  Exit the close-up. 

 

Use CONTROL ROOM CD in your stereo.  Since you altered the connection wires, the CD plays backwards, revealing subliminal messages telling you to stay in your room.  You need to get a recording of this.  Use the blank CASSETTE in the stereo, then use CONTROL ROOM CD with cassette in stereo to record the subliminal messages.  Now take CASSETTE from the stereo.  Leave your room. 

 

 

 

 

MIDDLE OF THE CORRIDOR

 

Head right to the lift, travel down the lift, head left to the alley, and make your way back to Urban Leopard’s Magazine Headquarters. 

 

 

 

 

SHOPPING CENTRE - MAGAZINE HEADQUARTERS

 

Talk to Urban Leopard and work through the dialogue.  You tell him all about the subliminal messages.  Naturally, he wants to hear it for himself, so you automatically take him through to the Doctor’s Basement. 

 

 

 

 

DOCTOR’S BASEMENT

 

Play CASSETTE in the old tape deck.  Afterwards, talk to Urban again, and work through all the dialogue. 

 

Now remember the BLANK TOWNDATE FORMS you got from the Computer Terminal?  Give BLANK TOWNDATE FORM to Urban.  He fills it out, and gives you back SCRUFFY TOWNDATE FORM.  Look at it in your Inventory.  Let’s try and find a match for him.  Leave the Basement, make your way through the Shopping Centre, to the Lift.  Travel up the Lift to the corridor. 

 

 

 

 

RIGHT END OF THE CORRIDOR

 

Head left, and continue left, to the Computer Terminal. 

 

 

 

 

LEFT END OF THE CORRIDOR

 

Knock on Sylvia’s door, and use the following dialogue option. 

 

        -       Hang on there for a second. 

 

Give her a BLANK TOWNDATE FORM.  She fills it out, and gives you back NEAT, TIDY TOWNDATE FORM.  Look at it in your Inventory.  Now you have 2 completed TOWNDATE FORMS.  But you need to make sure they are a match, before giving them back to the Computer Terminal.  Use PEN with Urban’s SCRUFFY TOWNDATE FORM to add Sylvia’s interests, then use PEN with Sylvia’s NEAT, TIDY TOWNDATE FORM to add Urban’s interests.  Now look at both TOWNDATE FORMS in your Inventory, then give both TOWNDATE FORMS to the Computer Terminal.  Sylvia is summoned to the pub in the Shopping Centre for a date with Urban. 

 

But what’s Urban up to?  Let’s go and check on him.  Head right to the Lift, travel down the Lift, and make your way left, through the alley, into the Doctor’s Basement. 

 

 

 

 

DOCTOR’S BASEMENT

 

Talk to Urban Leopard, and work through the dialogue.  But whatever you say, you cannot convince him to leave. 

 

Touch the Strange Oval device.  Urban calls for the Doctor to come and explain how it works.  The Doctor is happy to explain it to you, but not while Urban is in the room.  Talk to Urban again and work through the dialogue.  This time, he leaves for his date at the pub. 

 

Talk to the Doctor and work through all the dialogue.  He’s all too happy to demonstrate his invention… except he needs a BATTERY.  Luckily, Bob sells them in his shop in the Shopping Centre.  End conversation, leave the Basement, and make your way to the Shopping Centre. 

 

 

 

 

SHOPPING CENTRE

 

Enter Bob’s Piles. 

 

 

 

 

SHOPPING CENTRE - BOB’S PILES

 

Talk to Bob, using the following dialogue options. 

 

        -       I’d like to make a purchase.

        -       I need a crystal A-85 battery for the Doctor.

        -       I’ll be honest.  I don’t know what I want. 

        -       I think I’ll have another look around. 

 

To cut a long story short, Bob won’t have any batteries in stock until next week.  He sold the last battery to a woman on Floor 182.  Wait a minute… isn’t that the same Floor you live on?  Who else do you know, that lives on that Floor?  Sylvia!  So Bob must have sold the last battery to Sylvia.  When you’re ready, leave the shop. 

 

 

 

 

SHOPPING CENTRE

 

Since you’re here, why don’t you pop into the pub, to see how Sylvia and Urban are getting on, on their date. 

 

 

 

 

SHOPPING CENTRE - SWEATY PALMS PUB

 

It looks like Sylvia and Urban are getting on well.  Talk to Urban, and work through all the dialogue.  Oh no!  You ruined things for them!  I hope you’re proud of yourself!  Leave the pub, before you cause any more trouble. 

 

 

 

 

SHOPPING CENTRE

 

You still need to get that BATTERY for the Doctor.  Head right to the garden, travel up the Lift, and make your way to Sylvia’s room. 

 

 

 

 

LEFT END OF THE CORRIDOR

 

Sylvia isn’t here, so how are you going to get into her room?  Try to use the handprint panel, but it doesn’t work.  Okay, remember she told you that she doesn’t have any wrinkles left on her body?  That includes her hands.  Use RUBBER SURGICAL GLOVE with the handprint scanner, then enter Sylvia’s Room. 

 

 

 

 

SYLVIA’S ROOM

 

The BATTERY has to be somewhere in here.  Explore the room.  Look at the wardrobe on the left, for a bit of fun.  Look at the fire - there’s something hidden behind it.  Use your TAI-KWON-DONKEY DRINK on the fire to extinguish it.  Oh, it was just a hologram!  You automatically take the CRYSTAL BATTERY.  When you’re ready, leave the room. 

 

 

 

 

LEFT END OF THE CORRIDOR

 

Make your way back down to the Doctor’s Basement. 

 

 

 

 

DOCTOR’S BASEMENT

 

Give CRYSTAL BATTERY to the Doctor.  Unfortunately, the Doctor tells you that the battery is not charged - you need to fill it with water in order to charge it.  He gives you a FUNNEL.  When you’re ready, leave the Basement. 

 

 

 

 

SHOPPING CENTRE - ALLEY

 

Head up to the Shopping Centre. 

 

 

 

 

SHOPPING CENTRE

 

Head right, and continue right, until you reach the Office Block. 

 

 

 

 

OFFICE BLOCK

 

Enter the Office Block. 

 

 

 

 

OFFICE BLOCK - LOBBY

 

Remember, you need to charge the CRYSTAL BATTERY.  In order to do that, you need to fill it with water.  In order to do that, you need to access the bathroom, which means getting past the Roboceptionist.  Show PACKAGE to the Roboceptionist.  He’ll open a door on the right.  Walk through the door, into the corridor. 

 

 

 

 

OFFICE BLOCK - CORRIDOR

 

Head up the stairs to the Bathroom. 

 

 

 

 

OFFICE BLOCK - BATHROOM  

 

Explore the bathroom - what a dingy bathroom!  Have fun with the automatic sink, if you like.  Now use CRYSTAL BATTERY with the automatic sink, to fill it with water.  As you are doing so, you hear someone in the back of the bathroom, so you hide in the cubicle.  When you come out again, that someone has left… and the battery has gone!  Damn!  You need to find it again! 

 

Explore the back of the bathroom the back of the bathroom if you like, but there’s nothing to do there.  When you’re ready, leave the Bathroom. 

 

 

 

 

OFFICE BLOCK - CORRIDOR

 

Climb down the stairs to the Lobby. 

 

 

 

 

OFFICE BLOCK - LOBBY

 

There’s a guard here, wanting to arrest you.  Choose any dialogue option.  Whatever you say, you’ll get zapped! 

 

 

 

 

BEDROOM

 

You wake up, back in your bedroom.  At least this time, you’re not brainwashed, so you don’t have the urge to stay here.  Check your Inventory - everything is gone!  Try to leave your room, but there’s a guard blocking your way.  Talk to the guard and work through all the dialogue - he still won’t let you leave.  He doesn’t seem very bright, though.  Wait until the door closes again. 

 

Talk to the door (and the guard behind it), and say that there is trouble on Floor 288.  Open the door again, and the guard will have his back to you, as he looks up at Floor 288.  Quickly move out of the way, and notice the PLASTIC SOMETHING in the guard’s back pocket.  Take the PLASTIC SOMETHING, and look at it in your Inventory to learn that it’s the GUARD’S ID CARD.  Now take some STUFF-STICK from the wall (it’s holding up your speaker wires).  Open the door again, and offer STUFF-STICK to the guard, telling him that it’s gum.  The guard eats it, and feels ill, so he has to leave.  The coast is clear now, so open the door, and leave your room. 

 

 

 

 

MIDDLE OF THE CORRIDOR

 

You see the guard being violently ill in the corridor.  Head right to the Lift. 

 

 

 

 

RIGHT END OF THE CORRIDOR

 

Use the Call Button, and enter the Lift. 

 

Use GUARD’S ID CARD in the ID Card Slot, and travel down to the garden. 

 

 

 

 

GROUND FLOOR GARDEN

 

Head left, go through the alley, and make your way to the Doctor’s Basement. 

 

 

 

 

DOCTOR’S BASEMENT

 

Talk to the Doctor, and tell him what happened.  Now things get a little strange here.  The Doctor happily tells you that his Invention works, and he is eager to give you a demonstration.  Climb up into the Oval Device, as he asks, and you end up in the Bathroom in the Office Block. 

 

 

 

 

OFFICE BLOCK - BATHROOM

 

You’re in the back of the Bathroom in the Office Block.  Head through to the front of the bathroom. 

 

Watch the cut-scene, as you - the other you - hide in the cubicle.  This is so freaky!  Take the charged CRYSTAL BATTERY and the FUNNEL from the electronic sink.  Walk up to the back of the Bathroom again. 

 

Walk through the strange Oval Device, back to the Doctor’s Basement. 

 

 

 

 

DOCTOR’S BASEMENT

 

Watch the cut-scene, as the Doctor tries to explain his invention to you.  Eventually, you find yourself in a strange area. 

 

 

 

 

OUTSIDE THE TOWN

 

Talk to Thrid, the floating ball, and work through all the dialogue.  When conversation is over, punch Thrid.  You damage the wall behind you, exposing some Random Access Memory.  Look at the RAM, then walk through the RAM, into a strange electronic room. 

 

 

 

 

STRANGE ELECTRONIC ROOM

 

This is a strange electrical room with flashing squares.  This is certainly unique.  Look carefully on wall on the right, and look at the flashing blue square on the right wall.  Use the flashing blue square, and keep using it until you disappear.  Notice that your cursor has become a Magnifying Glass.  Explore each area with the new Magnifying Curse cursor.   Keep exploring until you find area EXA 0X001F38 in the lower left.  Look at EXA 0X001F38, to discover that the Automatic Test Programme is stuck in a time-loop.  Change your cursor to the Spanner Cursor (right-click to cycle through the cursor options) to identify exactly why this is happening.  Use the Pencil-Cursor to rewrite things, then use the Arrow Cursor to restart the programme. 

 

Thrid reappears and he’s not very happy with your interference.  Talk to Thrid and work through all the dialogue.  Thrid zaps you, causing you to somehow switch bodies with him.  He is stuck in that room, while you can escape. 

 

Keep working through the dialogue, as you communicate with the mysterious TN.  Eventually, you convince The Panel to send you back home… or do you??? 

 

Now sit back, and enjoy the ending. 

 

 

 

 

The End

 

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