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.
No comments:
Post a Comment