SNOWBALL Start inside a Coffin. EXAMINE (you will notice a lever beside you, even though it's pitch black!) PULL LEVER (the lid rises) OUT N PUSH RED BUTTON PUSH RED BUTTON PUSH RED BUTTON (a coffin will now slide from an arpeture) S UP (you now stand on the coffin) UP (you scramble through a trapdoor) WAIT (several times until the 'clanking noise' of the deadly Mechanical Nightingale "fades away") N OPEN DOOR N E PUSH BUTTON (the elevator arrives) S DOWN (you now cling to a rope below the elevator!) DOWN TAKE TOOLBOX UP UP PRESS BLACK BUTTON N W W W UP (to a Significant Cylindrical Ledge) S S S S S S S S (you are now in a Featureless Airlock) PRESS YELLOW BUTTON (the door slides open) S S DOWN DOWN (you are now lying on a comfortable couch) SCORE (the table will now massage you, and you've got 150/1000 so far!!). UP (a Dumpy Droid is now shuffling about) UP S WAIT (several times until a Scruffy Robot shuffles on to the Cyladder and is carried down) DOWN (you fall into a Large Low Room) S DOWN (you are now seated at a Console) WEAR VISOR (the screen will light up) LOOK AT 2 (it becomes brighter) BLINK (the screen displays information numbers) UP S SEARCH BODY WEAR LEOTARD WEAR NECKLACE WEAR BRACELET N N N EXAMINE TABLE TAKE VIEWER N TAKE MEMPAK INSERT MEMPAK EXAMINE VIEWER. (You will now be given TWO important colour codes. One is for your OWN coffin location and the other for the FROZEN CREW MEMBER'S coffin location.......These are DIFFERENT for EACH GAME!.......Make a note of the TWO SETS OF COLOUR CODES, including the MORTUARY COLOURS. You should have SEVEN COLOURS in EACH CODE!). OPEN TOOLBOX TAKE SPANNER DROP SPANNER TAKE SCREWDRIVER TAKE BATPAK (you lever it out with the screwdriver) DROP SCREWDRIVER DROP VIEWER S S E N E N TAKE LAMP INSERT BATPAK TAKE CUP S INSERT CUP (the machine fills it with thin lentil custard!!) W LOOK UNDER BED TAKE LED S W UP (you are carried up the Cyladder) S N N DOWN (a Robot welcomes you) DOWN DOWN S S U W N (the Damaged Droid requests a spare part.....'EXAMINE' or 'WAIT' until it does) ATTACH PROBE (this is the 'LED' you collected earlier. Make a note of the spare part it requires.......this will DIFFER FOR EACH GAME........then follow the given route around the junk and collect what you were asked for, returning to the Damaged Droid) E N N W S S GIVE.......(the item you were asked for) (the Droid then gives you a battered Bubble Helmet). DROP PROBE E DOWN DOWN E E TAKE RED TICKET N N N TAKE GREEN TICKET W W GIVE RED TICKET TAKE RED FORM S S S GIVE GREEN TICKET GIVE RED FORM TAKE ORANGE FORM E E TAKE RED TICKET N N N TAKE GREEN TICKET W W GIVE RED TICKET GIVE ORANGE FORM TAKE YELLOW FORM S S S GIVE GREEN TICKET GIVE YELLOW FORM TAKE GREEN FORM E E TAKE RED TICKET N N N W W GIVE RED TICKET GIVE GREEN FORM TAKE LANCE S UP OPEN DOOR U U N PRESS BUTTON (the door slides open) N (We're now coming to the complicated bit, which cannot be mapped correctly as it DIFFERENT for EACH GAME! Follow the directions carefully) SCORE (should now be 450/1000). LOCATING AND REVIVING THE FROZEN CREW MEMBER!! PRESS YELLOW BUTTON N (continue North and every time there is an exit DOWN, 'EXAMINE BRACELET' until the FOURTH colour on the bracelet is the SAME as the SECOND colour of the Frozen Crew Members code that you noted earlier. When the colour matches.........) DOWN (now proceed EAST until you reach an elevator, indicated by a button protruding from the floor) PRESS BUTTON (the elevator arrives) PRESS...(the FOURTH colour of the code)...BUTTON N (from now on, whenever you hear a noise, go in the OPPOSITE direction of the source of the noise, usually from the West, and find a door, open it, and 'WAIT' until the noise fades away, then go OUT and proceed EAST until you are at a GREEN door) EXAMINE LIGHTS (there are THREE colours and they must match the SECOND, THIRD and FOURTH colours of the Frozen Crew Members code. If they don't, proceed EAST again until you reach the next GREEN door and repeat the procedure, bearing in mind what to do if you hear the noise! When the lights match the SECOND, THIRD and FOURTH colours, in the SAME SEQUENCE.......) OPEN DOOR N (there is a panel here and you must press the buttons corresponding with the LAST THREE colours of the code, that is FIFTH, SIXTH and SEVENTH) PRESS...(5th colour)...BUTTON PRESS...(6th colour)...BUTTON PRESS...(7th colour)...BUTTON (a coffin slides out from an arpeture) N TAKE COFFIN S WAIT (several times, until the clanking sound approaches and eventually fades away) OPEN DOOR S E (continue EAST until you arrive at a button in the floor......bearing in mind the procedure if you hear the clanking noise again!) N (a machine grabs and opens the coffin to reveal the Frozen Crew Member!!) GIVE LIQUID (she drinks it and gives you the HABIDOME CODE......make a note of these THREE COLOURS). (Well, that's the hard bit over!!....now on with the adventure!!) S PUSH BUTTON S PUSH BLACK BUTTON N W W UP S (continue SOUTH until you arrive at an Airlock) PUSH YELLOW BUTTON S (You are now back at the North End of the Marblon Cylinder See Map 2) S S S WEAR HELMET PUSH YELLOW BUTTON S PUSH YELLOW BUTTON S TAKE GUN LIGHT LAMP S S S JUMP (you are told that there is no web that way, are you sure?) YES SHOOT GUN (the recoil spins you and you float down) SHOOT GUN (you now have to quickly match your velocity with the fast-moving ice below you!!) SHOOT GUN (That did the trick! You are now on a Flat Snowfield) DROP GUN UP UP PUSH BUTTON (the Shuttle arrives) IN PRESS BUTTON (on to the next Station) OUT DOWN DOWN IN PRESS BUTTON S PRESS YELLOW BUTTON S- DOWN (you are now confronted by a Security Door. The combination is the THREE COLOUR HABIDOME CODE given to you earlier when you revived the Frozen Crew Member) PRESS...(1st colour)...BUTTON PRESS...(2nd colour)...BUTTON PRESS...(3rd colour)...BUTTON (the door will now slide open!) IN. DOWN (the Forest Glade is really a hologram!!) E E IN TAKE WAND OUT W W WAVE WAND (it whistles, and you are now in a Large Round Room) DROP WAND DOWN PUSH BUTTON DOWN PUSH YELLOW BUTTON DOWN DOWN WEAR GLASSES UP PUSH BUTTON UP PUSH YELLOW BUTTON UP UP SE SE TAKE CAT NW NW OPEN DOOR NE TAKE TRAY OPEN DOOR SW UP OPEN DOOR OUT UP S TAKE CAN PUT CAN IN TOOLBOX CLOSE TOOLBOX TAKE FLASK N PUSH BUTTON N PUSH YELLOW BUTTON N OUT UP UP PUSH BUTTON (to call the Monorail Shuttle) IN PUSH BUTTON PUSH BUTTON OUT DOWN DOWN TAKE SHOVEL UP UP PUSH BUTTON IN PUSH BUTTON PUSH BUTTON OUT DOWN DOWN IN DOWN DOWN S TAKE CYLINDERS N UP UP OUT UP UP PUSH BUTTON IN PUSH BUTTON PUSH BUTTON OUT DOWN DOWN OPEN DOOR IN WEAR ARMOUR OPEN DOOR OUT UP UP PUSH BUTTON IN PUSH BUTTON PUSH BUTTON PUSH BUTTON OUT DOWN DOWN DIG (you find a bunch of keys and you are now in a Tiny Hole). DROP SHOVEL TAKE KEYS MEND SNOWDOZER (you fix the tracks) DROP LANCE DROP CYLINDERS IN DOWN TAKE EXTINGUISHER UP TURN KEYS (you are now advised to leave the Snowdozer!) OUT (the Snowdozer moves off, pushing ice blocks into the hole) DROP KEYS EXAMINE TRAY (it holds an Electro-Flute) TAKE FLUTE UP UP PUSH BUTTON IN PUSH BUTTON OUT DOWN DOWN N N (you are now at the base of Jacob's Ladder, guarded by a massive Waldroid!) OPEN TOOLBOX (the aerosol paint can explodes in the vacuum and blinds the Waldroid!) UP UP UP UP N (the ramp here is coated in 'unislime') DROP CAT (likes slime, does this cat!!) UP UP UP UP OPEN DOOR IN ATTACH FLASK (the helmet is now recharged with air) W WAVE TRAY (the tray reflects a laser beam back on itself and you hear an explosion) W S OPEN DOOR IN (a figure, holding a petrol bomb, warns you to keep back!!) PLAY FLUTE (it shatters the bomb and engulfs the female figure in flames) PRESS EXTINGUISHER (the Nitrogen kills the fire) W PULL LEVER. FINAL MESSAGE "It turns!...Engines roar!...The Snowball turns away from the sun....you have won!". "You scored 1000 out of 1000". =========================================================================== R E T U R N T O E D E N (From the start, in the Control Room of the crashed Stratoglider) E - TAKE COMPASS - TAKE GEIGER COUNTER - TAKE RADSUIT - WEAR RADSUIT - W - OUT - E - DIG - (you find a passage) - DOWN - DOWN - DOWN - E - S - (you will now feel sleepy) - SLEEP - (you fall asleep whilst a blast passes harmlessly above you......had you stayed above ground, you would have been fried!) - N - E - UP - E - TAKE SPADE - W - DIG - (a passage to the surface is revealed) - UP - (the geiger counter now sounds a warning) - YES - (you wait and are now on the surface, or what's left of it!) - DROP RADSUIT - E - E - E. (From now on, whenever you hear a droning sound - "HIDE" - it is a helicopter gunship looking for you!) E - S - (the parrot will rob you of one item - usually your geiger counter - around this location) - DROP GEIGER COUNTER - (if the parrot has already stolen this then don't worry as you'll get it back soon!) - TAKE BEAN - EAT BEAN - (you are now capable of carrying more) - SE - TAKE PEA - (wait until a brick-coloured bird appears) - THROW PEA - (the bird will eat it and drop something) - LOOK - (a brick egg is now here plus a See-Bee with a telescope) - TAKE TELESCOPE - LOOK THROUGH TELESCOPE - (you survey the city's defences) - TAKE BRICK - PLANT BRICK - (it grows into a small houseplant!) - DROP TELESCOPE - (the See-Bee buzzes off with it). IN - TAKE FISH FUNGUS - OUT - W - TAKE STONE FRUIT - N - TAKE SEED - EXAMINE SEED - (it is honeycombed with 'air' pockets!) - N - E - E - TAKE STEM - EXAMINE STEM - (gives a clue as to it's use) - W - W - N - TAKE TUBERS - EXAMINE TUBERS - (paddle-shaped!) - N - (you now meet the Leviathan) - GIVE FISH FUNGUS TO LEVIATHAN - (it swims away) - N - (you are now paddling in your 'boat') - N - TAKE PILL - (this pill cures radiation sickness so as soon as you are told "you are feeling feverish".........) - EAT PILL - N- E - W - S - (here is the parrot's nest with your stolen items) - TAKE (whatever he's nicked!) - S - TAKE FOXGLOVES - EXAMINE FOXGLOVES - (finger-shaped petals!) - W - S - (paddling the boat again) - S - TAKE LOG - EXAMINE LOG - DROP GEIGER COUNTER - (if you still have it!) - S - W - TAKE WISHBONE - EXAMINE WISHBONE - (a useful catapult frame) - E - N - N - SQUEEZE LOG - (the wet bulb grows into a shoot) - TAKE SHOOT - EXAMINE SHOOT - DOWN - (using your new para-shoot!) - DROP SHOOT - S - E - E - TAKE VINE - DIG - (you unearth some roots) - TAKE ROOTS - SCORE. (Should now be 300/1000 and you are a 7th Class Ensign). W - S - S - (you see a branch that is almost within reach) - THROW VINE - (it catches the branch) - UP - N - TAKE BUG - EXAMINE BUG - (could confuse a sonar?) - NE - S - S - DROP COMPASS - DROP TRADCLADS - WEAR FOXGLOVES - TAKE COLD LEAF - (the foxgloves protect you) - EXAMINE COLD LEAF - TAKE TWIGS - EXAMINE TWIGS - N - N - SW - S - DOWN - N - N - N - (there's a quicksand here blocking progress East) - THROW COLD LEAF - (the quicksand freezes) - E - TAKE CLOAK - EXAMINE CLOAK - WEAR CLOAK - W - S - S - S - UP - W - N - W - (you are now on the South Platform of a wierd lift mechanism, supported by a vine over a pulley) - DROP GLOVES - DROP TWIGS - DROP TUBERS - E - E - NE - S - S - TAKE TRADCLADS - TAKE COMPASS - N - N - SW - W - W - DROP TRADCLADS - DROP COMPASS - DROP BUG - E - N - DROP ALL - DROP CLOAK - W - (you are now on the North Platform and the 'balance' between the two platforms is now correct, so.....) - PULL LEVER - (the platform moves) - E - S - S - TAKE BLUE BERRY - EXAMINE BLUE BERRY - N - GLUE BRANCH - (the fragile branch is now safe to walk on with ONE item only!) - DROP BLUE BERRY - E - TAKE STALK - W - DROP STALK - E - TAKE CHERRY - W - TAKE STALK - TAKE BLUE BERRY - N - W - PULL LEVER - (the platform moves again) - E - TAKE STONE FRUIT - TAKE WISHBONE - TAKE CLOAK - WEAR CLOAK - TAKE SEED - TAKE SPADE - TAKE ROOTS - S - W - DROP BLUE BERRY - TAKE TWIGS - TAKE BUG - E - S - E - DOWN - N - W - SCORE. (Should now be 400/1000 and you are a Mechanic). S - (you can now see an Ant Army) - PLAY STALK - (the ants follow you) - N - E - E - E - E - (you see a fence) - E - (the ants break down the fence and the bug 'hums' to confuse the sensors) - W - W - DROP STALK - TAKE RUBBER BAND - ATTACH RUBBER TO WISHBONE - TAKE STALK - (you make a catapult - check your inventory to ensure that this is so!) - E - E - SHOOT CATAPULT - (you destroy all the mines by firing the 'cherry bomb') - E - S - S - WAIT - (until the autoscythe arrives) - IN - (you are now riding on the autoscythe) - WAIT - WAIT - WAIT - (you arrive at the East end of the beach) - OUT - WAIT - (until the weeder arrives) - WAIT - (once more for the weeder to unload!) - IN - (you are now riding on the weeder) - WAIT - WAIT - WAIT - OUT - N - (an alarm sounds as you go down underwater, using the seed as an air supply) - E - E - E - E - E - E - (you should now be at a tunnel under the city wall) - TAKE CREDIT CARD - EXAMINE CREDIT CARD - (400 credits at the moment) - DROP CATAPULT - DROP SEED - DROP TWIGS - DROP STALK - UP - E. (You will now meet Graunch who will ask you a set of riddles in random order. The answers are: legs belong to "MAN", the genie is a "COMPUTER", rich man wants "NOTHING", cold-blooded things are "TREES", the blind God is "LOVE", you all know "GOSSIP", healer is "TIME", the unfelt thing is "LIFE" and pet is "FIRE". Study the questions and answer them thus: "SAY(correct answer from list)", then "EXAMINE CREDIT CARD" and you will find that you now have 1300 credits!!). W - S - S - (if and when you see any 'Hell's Angels', throw the bug) - S - S - (you now meet the Big Robot) - GIVE CREDIT CARD - S - (charming, isn't he?!) - E - W - PULL PLUG - (that's fixed him!) - E - UP - UP - TAKE FLASK - DOWN - DOWN - DOWN - W - TAKE CUTTERS - E - S - W - PUSH PILLARS - (the ceiling collapses, cutting the power cables) - E - SW - SE - THROW FLASK - (the Bodyguard is destroyed and the Godfather gives you back your credit card) - TAKE CREDIT CARD - NE - NW - E - E - DOWN - CUT GRATING - UP - E - (you now meet the Busker) - GIVE CREDIT CARD - (he opens the hatch for you and returns your credit card) - UP - DROP ROOTS - DROP CUTTERS - DROP CLOAK - DROP STONE FRUIT. (You must now search or listen in all the locations in this vicinity for the elevator addresses of: (1) Cop Shop; (2) DIY; (3) Estate Agents; (4) Travel Agents; (5) Bank - they are DIFFERENT for each game!). S - E - N - SEARCH - (make a note of the number for the Cop Shop) - S - S - LISTEN - (the Bank number) - W - SEARCH - (the Estate Agents number) - W - W - N - W - SEARCH - (the DIY number) - S - IN - (the Chef asks a question) - YES - INSERT CARD - (a Koala pops out!) - TAKE KOALA - OUT - N - E - DROP KOALA - (it pulls a note from under the statue) - TAKE NOTE - READ NOTE - (the Travel Agents number) - N - W - WAIT - (until the Riverboat arrives) - IN - (you are now taken across to the Casino) - SAY RED - SAY BLACK - SAY RED - SAY BLACK - SAY RED - SAY BLACK - EXAMINE CREDIT CARD - (pretty good, huh?!) - WAIT - (until the Riverboat returns) - IN - (you're taken back again) - S - E - S - S - IN - (you get the address of the Charity Shop but you can ignore this one) - TAKE POWDER - EXAMINE POWDER - OUT - TEAR PACKET - TAKE TICKET - EXAMINE TICKET - N - E - E - S - S - (your ticket is taken) - WAIT - (until the train arrives) - S - WAIT - (while the train travels) - N - N - N - (to outside an Elevator). PUSH BUTTON - (the elevator door slides open) - N - (visit the Cop Shop first......remember the numbers) - PRESS * - PRESS * - PRESS * - S - S - TAKE IDENTITY DOCUMENT - N - PUSH BUTTON - N - (then the Bank) - PRESS * - PRESS * - PRESS * - S - S - (you get a loan from the Manager) - EXAMINE CREDIT CARD - PUSH BUTTON - N - (now the DIY) - PRESS * - PRESS * - PRESS * - S - S - TAKE SCREWFINGER - N - PUSH BUTTON - N - (next, the Estate Agents) - PRESS * - PRESS * - PRESS * - S - S - (you buy a house and are given an address) - PUSH BUTTON - N - (now the Travel Agents) - PRESS * - PRESS * - PRESS * - S - S - (you get a travel pass) - TAKE TRAVEL PASS - EXAMINE TRAVEL PASS - PUSH BUTTON - N - (now it's back to the Station Platform.......remember the number on the ticket barrier?!) - PRESS 0 - PRESS 0 - PRESS 0 - S - S - S. WAIT - (until a train arrives) - S - PULL CORD - (the brakes are jammed on and you're fined 50 creds!) - N - DOWN - E - UP - N - N - N - (you are now invited to vote) - E - YES - W - N - W - N - E - N - N - (you are now made Mayor) - DOWN - TAKE VISOR - WEAR VISOR - LOOK 4 - BLINK - UP - SCORE. (Should now be 800/1000 and you are a Starship Captain). S - S - S - S - E - S - S - S - S - WAIT - (until a train arrives) - S - WAIT - (until the train arrives at another station) - N - N - N - N - N - N - (you are now in the Spacebus) - DOWN - TAKE RADCOM - UP - WAIT - (until the Spacebus stops again) - OUT - (you are now arrested by robots and locked in a Habiviron) - KICK MUSHMAT - (it dispenses an empty plate) - TAKE PLATE - E - OPEN DOOR - E - DROP PLATE - (it blocks the drain and you are floating in the shower!) - OPEN GRILL - (using the screwfinger, you are now in the air duct) - DOWN - W - W - N - OPEN DOOR - E - (you are now inside a cupboard and the pursuing robots run straight past!!) - TAKE HELMET - WEAR HELMET - TAKE LEOTARD - WEAR LEOTARD - OPEN DOOR - W - S - E - OPEN DOOR - S - OPEN DOOR - S - IN - (you are now astride a Starbike) - PULL STARTER - (the Starbike carries you to Snowball 9) - UP - UP - W - S - W. =========================================================================== WORM IN PARADISE Before describing a solution to this adventure, it must be accepted that there not a move-by-move answer to your problems from start to finish! Only the very early part of the adventure is constant,as far as a solution is concerned.This is due to two main features: 1 THE EDEN TRANSPORT SYSTEM-which throws up different address locations on each load of the game. 2 THE FUZBOTS OF ENOCH-who could crop up anywhere at any time. These being obviously in addition to any normal problems you may generate by the wrong action.Other notable features are: 3 The Enoch TIME system - be sure to be home before curfew is imposed,and do not attempt to start a job too late in the day or the Workplace Droid will reject you! 4 Never be in debt-you cannot afford the fine AND complete the game so keep an eye on your Creds by EXAMINE TATTOO. THE EDEN TRANSPORT SYSTEM: Refer to your maps for clarification! This consists of three ETS Roundabouts all accessible from the Northmost roundabout.They are uniquely colour-coded by the FIRST COLOUR mentioned on a grid location,as follows: RED........the ETS EAST BROWN......the ETS NORTH BLACK......the ETS WEST When entering an ETS type JUMP to reach the centre and say EXIT to leave (then SOUTH). There are SIX important addresses on the ETS which you must visit, BUT they may differ on each loading of the game! 1.YOUR HABIHOME 2.THE SOCIALIST'S HABIHOME 3.THE JOB CENTRE 4.THE TRAVEL AGENTS 5.THE FLORISTS 6.THE HARDWARE WAREHOUSE The first one is easy to find and you don't really need to remember this address-just type SAY HOME in open areas,other than exits from roundabouts leading to an ETS,and you are deposited one move North of your Habihome (SOUTH to enter).On leaving your Habihome,type SAY EXIT then SOUTH and you're placed somewhere on the Northmost Roundabout,depending on your home address. The second one (Socialist's Habihome) is found by examining a brooch. The remaining four are given out on television advertisements. The different addresses found so far may not provide for EVERY possible address but most codes are mentioned. They are as follows: A.SOCIALIST'S HABIHOME CODE: RED/YELLOW/BROWN/BLUE/GREY/VIOLET/BROWN EAST ETS:Route from centre is:SE-SW-SE-S-SE-SW-SW-S-SW-SW-SW-W-W-S-S. CODE: BLACK/GREEN/BROWN/ORANGE/WHITE/BLACK/ORANGE WEST ETS:Route from centre is:SW-S-SE-SW-SE-S-SW-SE-SW-SW-SE-E-E-E-SW-S. B.THE JOBCENTRE CODE: BROWN/GREY/GREEN/VIOLET/GREY/YELLOW/RED NORTH ETS:Route from centre is:S-SW-SE-SW-SW-SE-S-S-S-S-SW-S-S. CODE: RED/WHITE/GREEN/VIOLET/BROWN/BLUE/BROWN EAST ETS:Route from centre is:S-S-SW-SE-SW-SE-SE-SE-SW-S-SE-E-E-SE-S. CODE: RED/VIOLET/GREEN/BROWN/BLACK/VIOLET/BROWN EAST ETS:Route from centre is:S-SW-SW-SW-SE-S-SE-SW-SW-SW-SE-E-E-E-SW-S. C.THE TRAVEL AGENTS CODE: RED/VIOLET/YELLOW/ORANGE/BLUE/GREY/VIOLET EAST ETS:Route from centre is:S-SW-SW-SW-S-S-SW-SE-SE-SW-SW-SE-S. CODE: BLACK/YELLOW/YELLOW/BLUE/BROWN/BLACK/BLACK WEST ETS:Route from centre is:SE-S-SW-SW-SW-S-S-S-SW-SE-SE-E-E-W-S-S. CODE: BROWN/BROWN/YELLOW/GREY/YELLOW/GREEN/GREY NORTH ETS:Route from centre is:S-SE-S-SW-SW-SW-S-SW-S-SW-SE-E-E-E-S-S. D.THE FLORISTS CODE: RED/BLUE/RED/BLUE/BROWN/BLUE/GREY EAST ETS:Route from centre is:SW-SE-S-SW-S-S-S-SE-SW-SW-SE-E-E-SE-S. CODE: BLACK/BLACK/RED/YELLOW/GREEN/GREY/BROWN WEST ETS:Route from centre is:S-S-S-SE-SE-SW-SE-SW-S-SE-SE-E-E-E-SW-S. CODE: RED/GREY/RED/BLACK/ORANGE/WHITE/BLACK EAST ETS:Route from centre is:S-SW-S-S-S-SW-S-SW-S-SW-SW-W-W-E-S-S. E.HARDWARE WAREHOUSE CODE: BROWN/BLUE/ORANGE/ORANGE/RED/WHITE/BLACK NORTH ETS:Route from centre is:SW-SE-S-SW-SE-S-SE-S-S-SW-SE-SE-S. CODE: RED/BLUE/ORANGE/BLACK/ORANGE/RED/ORANGE EAST ETS:Route from centre is:SW-SE-S-SW-SE-SW-S-S-SW-S-SE-E-E-W-SE-S. (Note:-Do not type ahead too far in advance as the parser becomes confused If however, you become lost,just type JUMP and start working through the appropriate sequence of directions again.) The final note before commencing the game is regarding the clock.It is a decimal clock (0-10)...5 is Midday and 10 is Midnight.Curfew is 10-3.Each hour consists of 100 minutes-WAITcommand uses 10 minutes any other single input uses 1 minute. It is wise to tackle the adventure in day stages but don't waste any days because after about a week the Fuzbots get fed up of you wandering about and fine you for being a parasite of the state,irrespective of your work record. THE SOLUTION The early part of the game is constant.You start in a dream in a Garden in Paradise. TAKE BENCH-E-S-DROP BENCH-ON BENCH-EXAMINE TREE-TAKE APPLE-BITE APPLE-W-W-W- N-KICK BEHEMOTH-N-W-WAIT-N-W-W-WAIT-W-EXAMINE BEHEMOTH-TAKE SCALE-W-N-N-N-N- (Awake from Paradise Dream wearing a visor)-(You are in a Dream Alcove in the Beautiful Octagonal Room). DAYS 1&2. DROP VISOR-BREAK COLLAR-WEAR COLLAR-S-NW-WEAR VISOR-SE-W-W-S-S-S-S-S-W-S-S-E- E-S-IN-SE-(SELL your spare organs to raise the necessary Creds)-YES-E-(you stay overnight and are returned to the Foyer next morning)-OUT-N-W-W-S-E-E-E- E-E-E-N-TAKE MEDALLION-S-W-BUY FLAG-YES-S-W-W-W-W-IN-BUY BOX-YES-OUT-N-E- EXAMINE MEMORIAL-WAIT-(until a potential Socialist arrives and is arrested)- LOOK-TAKE WALLET-SAY HOME-S-E-EXAMINE WALLET-EXAMINE BROOCH-(make a note of the colour code-it's the Socialist's address on the ETS)-DROP WALLET-DROP FLAG-DROP BOX-DROP MEDALLION. YOUR HABIHOME The poster is really a television screen.SAY ON to operate it,or SAY OFF to close it down.In the Bodymaint is a nozzle-SAY ON for a refreshing shower but remove your tradclads or other clothing first! The shower will remind you of this! If you don't shower REGULARLY the Droids may refuse to serve you.The crack in the wall is your bed slot.SAY BED and it will swing down. LIE ON BED to use it.If you SAY BED while you're still on it you are swung down to the Undercity below your Habihome,but wait until you're sure that you know how to get out again before you try this! When your tattoo buzzes and announces Curfew in 1 hour,type SLEEP while on the bed and make a note of your dream. it may prove useful-REMOVE TRADCLADS-N-SAY ON-(have a shower)-WEAR TRADCLADS- S-EXAMINE POSTER-SAY ON-EXAMINE TATTOO-(note the time and the amount of Creds you have)-(continue to EXAMINE POSTER or even EXAMINE TV until you have got the addresses of the JOBCENTRE,TRAVEL AGENTS,FLORISTS and HARDWARE WAREHOUSE. it may take quite a while but they all appear eventually!)-SAY BED-LIE ON BED (when curfew is announced)-SLEEP. DAY 3. Go to the Florist's Shop,buy the wreath,leave the ETS and make your way to the Memorial in the Theme Park.DROP the wreath at the Memorial.Go to the Jobcentre and take a job as a Clerk.If you're offered a YTS/YOP job, SAY NO and she'll offer you a job as a Clerk, eventually-if she doesn't you'll have to return the next day.maybe you haven't showered.Take the card to the Workplace and go DOWN.After your days work you're escorted out again.SAY HOME and go SOUTH into your Habihome.Go to bed and SLEEP after curfew is announced DAY 4. Visit the Jobcentre again and get a job as a Labourer (turn down YTS/YOP and the Clerks job),take the card and proceed to the Workplace.This time upon entering you're taken to a Workshop.Go WEST and you are in the Waldroid Control Cocoon.You now assume the role of the Waldroid in the Workshop.Go EAST and make your way to the Hardware Warehouse.(The Waldroid behaves exactly as if it was you moving about i.e. JUMP,SAY EXIT,etc).Buy the valve. You obtain it for nothing on the council rates; if you had tried to buy it as yourself it would have cost you 1000 Creds! Return to the Workshop-the Waldroid controls die and you return to your normal role.EXAMINE the WALDROID on the way out and TAKE VALVE.Go home,drop the valve,WAIT until curfew is announced then SLEEP. DAY 5. Have a shower and proceed to the Pet Shop in the Pleasure Dome (9 Creds to go NORTH through the turnstile).There is a Dagget here that was 800 Creds on Day 1 but is now only 500 Creds.BUY DAGGET. THE DAGGET This is a robot dog.EXAMINE it to reveal that it is a kind of plastic labrador It operates on batteries through a Batpak.There is no need to carry the Dagget for as long as he is fitted with the Batpak he'll follow you around and you don't risk getting fined for possessing him then To immobilise the Dagget,or stop him from following you,REMOVE BATPAK and then drop it. The Dagget winds down after a few moves.Ignore the majority of his crazy antics. they appear purely for show.Go to the Museum and REMOVE BATPAK.You now have to steal a Helmet and Leotard from the exhibition without anyone seeing you do it or leaving with the stolen items.Also there is a security screen covering them.The exception to the latter rule is when the Tourist Guide comes in and shows the exhibits to some tourists.WAIT until the tourists leave,then TAKE HELMET AND LEOTARD (you only have ONE move before the screen comes down again!).PUT HELMET IN DAGGET-REMOVE TRADCLADS-WEAR LEOTARD-WEAR TRADCLADS.no-one is any wiser as to your misdeeds now.Don't forget to TAKE DAGGET and then go back to your Habihome. REMOVE HELMET-DROP HELMET-REMOVE TRADCLADS-REMOVE LEOTARD-DROP LEOTARD-WEAR TRADCLADS-PUT BATPAK IN DAGGET. Take the brooch from the wallet and go to the Socialist's Habihome.The Dagget will find an Invitation for you.Return home with the Invitation.Remove the Batpak from the Dagget and DROP BATPAK.Examine the Invitation and note the time of the meeting (usually at '6').Drop the brooch,take the medallion and valve, together with the invitation.WAIT until the Dagget grinds to a halt then go to the Bison's Temple at the far North of the Pleasure Dome Corridor. Time is important here,as you're only allowed a couple of minutes leeway from the time stated.WAIT or go SOUTH then NORTH until ONE MINUTE BEFORE the appointed time of the meeting.remembering that a move is ONE minute,WAIT is TEN minutes.(EXAMINE TATTOO regularly).At the appointed time,enter the Temple and WAIT until the Bison leader comes out to meet you.Joining fee is 100 Creds.After becoming a Bison go WEST to the Temple Bar and BUY the Bottle of Wine,then go home.Drop the medallion,valve and bottle and leave the Dagget for now.Take the wallet and brooch,together with your invitation,and hand them in to the Police,at the Police Station,in the order:-GIVE INVITATION- GIVE BROOCH-GIVE WALLET.They tell you something you already know and you receive a small reward-EXAMINE TATTOO.Return home,have a shower and SLEEP when curfew is announced. DAY 6. TAKE BATPAK-PUT BATPAK IN DAGGET.(You need him for the next task).Have a shower again and proceed to the Jobcentre yet again.Turn down everything and as the Droid shakes our hand it realises that you are now a Bison and offers you a job as a Managing Director.Go to the Workplace with the Dagget.This time,upon entry,you're shown to a Fabulous Office entrance. Go NORTH and you're up to your neck in carpet-but the Dagget keeps it at bay so as not to impede your progress.Go WEST to your desk in the Boardroom.After your day's work you're escorted out-with not a little increase in Creds.(EXAMINE TATTOO) Make your way to the Travel Agent's and buy a ticket.You couldn't have bought it before because it only sells to Bisons,but make sure you've had a shower that day Go home,WAIT until curfew is announced then SLEEP.you're going to need all your wits for the last day. DAY 7. This is the final day and it is essential that you SAVE game up to this point as a lot of things could still happen-even on the last move Don't worry about the time or Creds,you'll soon have plenty of both,providing you're in the right place with the right equipment.Deactivate the Dagget(REMOVE BATPAK-WAIT )and after your morning shower proceed to the Hardware Warehouse and buy the Vidcam,(cost is 300 Creds).Return home,get the ticket,ensure that you are still carrying the Vidcam,then SAY BED-LIE ON BED-SAY BED.You are taken down to the Undercity.Refer to the map and proceed SOUTH to the Disgusting Junction.Go WEST and TAKE SIGN then DROP the sign at the Disgusting Junction. It tells the Droids where the rubbish and junk should be deposited.they always leave it by this sign Go back to the Cluttered Stained Room (WEST) and you'll notice a Junk Heap.The cleaning Droids will eventually move this to wherever you have placed the sign-but you must be very patient! When the junk heap is all moved from this location an exit South through a grill is revealed.A more useful exit,that was there all the time but not mentioned in the location description,is North past the Waterfall to a ledge behind! Move NORTH ONCE ONLY from behind the waterfall and you will see a Flying Saucer. The wiggly roots before you are part of an alarm/gas system so stay put! SQUEEZE VIDCAM to record the scene then proceed SOUTH-SOUTH-EAST to the Disgusting Junction.If the junk heap has not appeared here yet then have a walk around (or WAIT) awhile.When the junk heap materialises CLIMB HEAP then UP,and you pass through the manhole-one way-to the Workplace Roundabout Exit of the Southmost Roundabout.Proceed to the Police Station and GIVE VIDCAM.Go to the Riverboat Platform in the Theme Park and then NORTH to cross the river to the Island of the Mighty.(This is ONE-WAY once only!).Follow the map to the South of the Fabulous Foyer where you see a Reception Droid.On arrival you are escorted by elevator to the Top Floor and subsequently interviewed about the aliens on television.The 3rd Kimberley rewards you (1000 Creds) and makes you a Party Member.You are then taken back home. FINAL SEQUENCE OF EVENTS REMOVE TRADCLADS-(but still carry them!)-TAKE LEOTARD-WEAR LEOTARD-TAKE HELMET-TAKE BOTTLE-TAKE MEDALLION-TAKE VALVE-(these latter 2 items to trigger the alarm)-TAKE BOX-PUT BATPAK IN DAGGET-(Now is his finest hour!)-TAKE DAGGET-(he won't necessarily follow you on this one)-SAY BED-LIE ON BED-SAY BED. Drop the Dagget and proceed to the Disgusting Junction.Take the sign and go EAST to the location described as Between Dry Pillars and festooned in red tape.Drop the sign here,then proceed:WEST-WEST-NORTH-WEAR HELMET-THROW MEDALLION NORTH-the alarm sounds and gas flows in.a Technician from the Saucer will look out, see no-one and proclaim False Alarm.THROW VALVE NORTH. the Technician records another false alarm and orders the system to be shut down until Maintenance check it over.BUT this is NOT immediate so WAIT at least FOUR TIMES until an occupant of the Saucer has looked out another TWICE Now go NORTH-NORTH for a bit of a surprise! (This is where you say goodbye to your old friend.wipes tears of emotion away and cancels the Kennomeat!).TAKE COSTUME then EAST to the East/West Corridor (see Map).Remove and drop the helmet and leotard here then WEAR TRADCLADS.Go to the Red Tape location and WAIT until the Junk Heap materialises.When it does CLIMB HEAP then UP.This time,however,the manhole is rusted up somewhat, so REMOVE CORK.the cork pops out of the bottle and wine sprays over everything,lubricating the manhole cover. IMPORTANT NOTE: TAKE CORK.you'll need this right at the end! UP,N,NE,N,EXAMINE BUTTONS,PUSH WHITE BUTTON,PUSH WHITE BUTTON,S,E,PUSH MIRROR U,THROW BOX NORTH,N,N,fire extinguisher,PUT CORK IN ORIFICE. FINAL MESSAGE You block the orifice and stop the foam. You threaten to tell the truth about fake aliens and wave the costume as proof.Eventually a deal is struck.You give back the alien costume and in return are adopted into the Party Leadership.