Adventure Solutions Infocom (UK) (Face A) (19xx) (Trainer).dsk
HexaDumpAscii only
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003080:  20 53 6F 75 74 68 65 61 73 74 20 61 67 61 69 6E     Southeast again
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003A40:  03 00 C8 02 00 00 00 02 03 00 C4 02 00 00 00 02    ................
003A50:  03 00 C9 02 00 00 00 02 03 00 C5 02 00 00 00 02    ................
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003DF0:  20 73 75 69 74 20 61 6E 64 20 67 6F 20 75 70 20     suit and go up 
003E00:  6F 6E 20 64 65 63 6B 2E 20 0D 0A 0D 0A 4A 6F 68    on deck. ....Joh
003E10:  6E 6E 79 20 77 69 6C 6C 20 62 65 20 74 68 65 72    nny will be ther
003E20:  65 2C 20 61 6E 64 20 77 69 6C 6C 20 74 65 6C 6C    e, and will tell
003E30:  20 79 6F 75 20 61 62 6F 75 74 20 74 68 65 20 6F     you about the o
003E40:  72 61 6E 67 65 20 6C 69 6E 65 2E 20 4B 65 65 70    range line. Keep
003E50:  20 69 6E 20 6D 69 6E 64 20 0D 0A 77 68 61 74 20     in mind ..what 
003E60:  68 65 20 73 61 79 73 2E 20 49 66 20 79 6F 75 20    he says. If you 
003E70:  6C 6F 6F 6B 20 61 72 6F 75 6E 64 2C 20 79 6F 75    look around, you
003E80:  27 6C 6C 20 73 65 65 20 61 20 6C 61 72 67 65 20    'll see a large 
003E90:  61 69 72 20 63 6F 6D 70 72 65 73 73 6F 72 2C 20    air compressor, 
003EA0:  77 69 74 68 20 61 6E 20 0D 0A 61 69 72 20 68 6F    with an ..air ho
003EB0:  73 65 2E 20 41 74 74 61 63 68 20 74 68 61 74 20    se. Attach that 
003EC0:  74 6F 20 79 6F 75 72 20 73 75 69 74 2C 20 61 6E    to your suit, an
003ED0:  64 20 74 68 65 6E 20 74 75 72 6E 20 6F 6E 20 74    d then turn on t
003EE0:  68 65 20 63 6F 6D 70 72 65 73 73 6F 72 2E 20 59    he compressor. Y
003EF0:  6F 75 27 72 65 20 0D 0A 61 6C 6C 20 73 65 74 2C    ou're ..all set,
003F00:  74 20 74 6F 20 74 68 65 20 6D 69 6E 65 2C 20 0D    t to the mine, .
003F10:  0A 74 68 65 6E 20 74 75 72 6E 20 6F 6E 20 74 68    .then turn on th
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003F30:  68 65 20 6D 61 67 6E 65 74 20 28 77 68 79 20 74    he magnet (why t
003F40:  68 61 74 20 64 6F 65 73 6E 27 74 20 62 6C 6F 77    hat doesn't blow
003F50:  20 79 6F 75 20 74 6F 20 62 69 74 73 2C 20 0D 0A     you to bits, ..
003F60:  49 20 64 6F 6E 27 74 20 6B 6E 6F 77 2C 20 62 75    I don't know, bu
003F70:  74 20 74 68 61 74 27 73 20 68 6F 77 20 69 74 20    t that's how it 
003F80:  77 6F 72 6B 73 29 2E 20 4E 6F 77 20 79 6F 75 20    works). Now you 
003F90:  63 61 6E 20 67 6F 20 75 70 20 74 68 72 6F 75 67    can go up throug
003FA0:  68 20 74 68 65 20 68 6F 6C 65 2E 20 0D 0A 0D 0A    h the hole. ....
003FB0:  59 6F 75 27 72 65 20 6F 6E 20 74 68 65 20 4D 69    You're on the Mi
003FC0:  64 64 6C 65 20 44 65 63 6B 20 61 67 61 69 6E 2C    ddle Deck again,
003FD0:  20 61 6C 74 68 6F 75 67 68 20 61 20 64 69 66 66     although a diff
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003FF0:  2E 20 54 68 65 20 77 61 79 20 0D 0A 53 6F 75 74    . The way ..Sout
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004010:  72 65 6D 6F 76 65 20 79 6F 75 72 20 74 61 6E 6B    remove your tank
004020:  2C 20 74 68 65 6E 20 67 6F 20 64 75 65 20 53 6F    , then go due So
004030:  75 74 68 20 75 6E 74 69 6C 20 79 6F 75 20 63 6F    uth until you co
004040:  6D 65 20 74 6F 20 0D 0A 74 68 65 20 72 6F 6F 6D    me to ..the room
004050:  20 77 69 74 68 20 74 68 65 20 73 61 66 65 2E 20     with the safe. 
004060:  54 68 69 73 20 69 73 20 74 68 65 20 74 72 69 63    This is the tric
004070:  6B 79 20 70 61 72 74 2E 20 54 75 72 6E 20 6F 6E    ky part. Turn on
004080:  20 74 68 65 20 64 72 69 6C 6C 2C 20 64 72 69 6C     the drill, dril
004090:  6C 20 0D 0A 74 68 65 20 6C 6F 63 6B 2C 20 61 6E    l ..the lock, an
0040A0:  64 20 74 68 65 6E 20 2A 69 6D 6D 65 64 69 61 74    d then *immediat
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0040D0:  74 68 65 72 77 69 73 65 2C 20 69 74 20 0D 0A 77    therwise, it ..w
0040E0:  69 6C 6C 20 62 75 72 6E 20 6F 75 74 2C 20 61 6E    ill burn out, an
0040F0:  64 20 79 6F 75 27 6C 6C 20 68 61 76 65 20 61 20    d you'll have a 
004100:  20 73 6F 20 64 69 76 65 20 69 6E 21 20 0D 0A 0D     so dive in! ...
004110:  0A 4F 6E 63 65 20 75 6E 64 65 72 77 61 74 65 72    .Once underwater
004120:  2C 20 74 75 72 6E 20 6F 6E 20 79 6F 75 72 20 66    , turn on your f
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004140:  27 73 20 74 68 61 74 20 70 65 73 6B 79 20 73 68    's that pesky sh
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004180:  2C 20 74 68 65 6E 20 6B 65 65 70 20 6F 6E 20 67    , then keep on g
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0041B0:  61 79 20 64 6F 77 6E 2C 20 62 75 74 20 79 6F 75    ay down, but you
0041C0:  27 6C 6C 20 67 65 74 20 74 68 65 72 65 2E 20 0D    'll get there. .
0041D0:  0A 0D 0A 4E 6F 77 20 79 6F 75 27 72 65 20 6F 6E    ...Now you're on
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004260:  70 72 6F 62 6C 65 6D 20 0D 0A 67 65 74 74 69 6E    problem ..gettin
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004280:  20 54 68 65 6E 20 61 67 61 69 6E 2C 20 6D 61 79     Then again, may
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0042B0:  6D 61 6B 65 20 0D 0A 79 6F 75 72 20 77 61 79 20    make ..your way 
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0042F0:  2C 20 62 65 63 61 75 73 65 20 69 74 20 77 69 6C    , because it wil
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004310:  72 21 20 0D 0A 0D 0A 4F 6B 2C 20 69 6E 73 69 64    r! ....Ok, insid
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004330:  67 6C 61 73 73 20 63 61 73 65 20 63 6F 6E 74 61    glass case conta
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004360:  2C 20 0D 0A 74 68 65 72 65 20 69 73 20 61 20 63    , ..there is a c
004370:  72 61 63 6B 20 69 6E 20 74 68 65 20 63 61 73 65    rack in the case
004380:  2C 20 61 6E 64 20 77 61 74 65 72 20 69 73 20 73    , and water is s
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0043A0:  69 6E 2E 20 48 6F 77 65 76 65 72 2C 20 0D 0A 64    in. However, ..d
0043B0:  6F 6E 27 74 20 62 65 20 61 6C 61 72 6D 65 64 3B    on't be alarmed;
0043C0:  20 79 6F 75 27 6C 6C 20 68 61 76 65 20 65 6E 6F     you'll have eno
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0043E0:  74 68 61 74 2E 20 47 6F 20 62 61 63 6B 20 4E 6F    that. Go back No
0043F0:  72 74 68 20 74 6F 20 74 68 65 20 0D 0A 72 6F 6F    rth to the ..roo
004400:  6D 20 77 69 74 68 20 74 68 65 20 68 6F 6C 65 20    m with the hole 
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004420:  74 61 6E 6B 20 62 61 63 6B 20 6F 6E 2E 20 47 6F    tank back on. Go
004430:  20 74 68 72 6F 75 67 68 20 74 68 65 20 68 6F 6C     through the hol
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004450:  65 20 6C 6F 63 6B 65 72 2C 20 74 68 65 6E 20 4E    e locker, then N
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004490:  21 20 54 68 69 73 20 72 6F 6F 6D 20 73 74 69 6C    ! This room stil
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0044B0:  20 47 6F 6F 64 20 74 68 69 6E 67 2C 20 74 6F 6F     Good thing, too
0044C0:  2C 20 62 65 63 61 75 73 65 20 74 68 65 20 77 61    , because the wa
0044D0:  74 65 72 20 0D 0A 6C 65 76 65 6C 20 69 6E 20 74    ter ..level in t
0044E0:  68 65 20 63 61 73 65 20 77 61 73 20 73 74 61 72    he case was star
0044F0:  74 69 6E 67 20 74 6F 20 67 65 74 20 74 6F 6F 20    ting to get too 
004500:  6C 20 0D 0A 63 6F 6D 65 20 69 6E 20 68 61 6E 64    l ..come in hand
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004520:  20 6B 65 65 70 20 67 6F 69 6E 67 20 53 6F 75 74     keep going Sout
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004560:  72 69 6E 67 20 0D 0A 74 68 65 20 77 61 79 2E 20    ring ..the way. 
004570:  4D 6F 76 65 20 74 68 65 20 62 75 6E 6B 73 20 77    Move the bunks w
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004590:  6E 20 77 65 64 67 65 20 74 68 65 20 62 61 72 20    n wedge the bar 
0045A0:  75 6E 64 65 72 20 74 68 65 20 62 75 6E 6B 73 20    under the bunks 
0045B0:  74 6F 20 0D 0A 6B 65 65 70 20 74 68 65 6D 20 66    to ..keep them f
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0045D0:  20 4E 6F 77 20 79 6F 75 20 63 61 6E 20 67 6F 20     Now you can go 
0045E0:  53 6F 75 74 68 20 61 67 61 69 6E 2C 20 74 6F 20    South again, to 
0045F0:  61 6E 6F 74 68 65 72 20 72 6F 6F 6D 2C 20 0D 0A    another room, ..
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004630:  20 0D 0A 0D 0A 4F 6F 70 73 21 20 43 72 61 73 68     ....Oops! Crash
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004690:  74 6F 20 62 65 20 68 61 72 64 20 74 6F 20 72 65    to be hard to re
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0046D0:  68 61 76 65 20 74 6F 20 66 69 6E 64 20 74 68 61    have to find tha
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004700:  68 69 67 68 20 66 6F 72 20 63 6F 6D 66 6F 72 74    high for comfort
004710:  21 20 4E 6F 77 2C 20 74 75 72 6E 20 6F 6E 20 74    ! Now, turn on t
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004730:  64 72 69 6C 6C 20 61 20 68 6F 6C 65 20 69 6E 20    drill a hole in 
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0048E0:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20                    
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004920:  47 6F 6F 64 20 74 68 69 6E 67 20 66 6F 72 20 79    Good thing for y
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004A20:  70 20 67 6F 69 6E 67 20 4E 6F 72 74 68 2E 20 0D    p going North. .
004A30:  0A 0D 0A 49 6E 20 74 68 65 20 6E 65 78 74 20 72    ...In the next r
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004A90:  77 65 61 72 73 20 61 20 73 63 61 62 62 61 72 64    wears a scabbard
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004C00:  20 74 68 65 20 66 6C 61 73 68 6C 69 67 68 74 20     the flashlight 
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004D10:  04 00 01 00 02 09 4E E5 04 00 C1 02 00 00 00 02    ......N.........
004D20:  04 00 C6 02 00 00 00 02 04 00 C2 02 00 00 00 02    ................
004D30:  04 00 C7 02 00 00 00 02 04 00 C3 02 00 00 00 02    ................
004D40:  04 00 C8 02 00 00 00 02 04 00 C4 02 00 00 00 02    ................
004D50:  04 00 C9 02 00 00 00 02 04 00 C5 02 00 00 00 02    ................
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004D70:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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004E00:  6E 64 20 61 20 6D 61 70 6C 65 20 63 68 65 73 74    nd a maple chest
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004EC0:  4C 65 74 27 73 20 74 72 79 20 74 68 65 20 6F 61    Let's try the oa
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004F00:  63 61 72 65 66 75 6C 6C 79 21 20 59 6F 75 20 64    carefully! You d
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004F20:  20 79 6F 75 72 20 61 69 72 20 73 75 70 70 6C 79     your air supply
004F30:  21 29 2E 20 0D 0A 57 61 69 74 20 61 77 68 69 6C    !). ..Wait awhil
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0050C0:  4C 49 4D 42 20 53 54 41 49 52 53 22 20 74 77 69    LIMB STAIRS" twi
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005570:  20 43 41 4C 45 4E 44 41 52 20 41 4E 44 20 0D 0A     CALENDAR AND ..
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0060A0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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007400:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20                    
007410:  20 20 20 20 20 54 48 45 20 45 4E 43 48 41 4E 54         THE ENCHANT
007420:  45 52 20 20 20 20 20 20 20 20 20 20 20 20 20 50    ER             P
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008340:  20 0D 0A 0D 0A 0D 0A 20 20 20 20 20 20 20 20 20     ......         
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008370:  20 20 20 20 20 20 50 61 72 74 20 54 77 6F 20 20          Part Two  
008380:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20                    
008390:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 0D 0A                  ..
0083A0:  0D 0A 57 68 69 6C 65 20 79 6F 75 20 73 6C 65 65    ..While you slee
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008610:  07 00 01 00 02 09 4E E5 07 00 C1 02 00 00 00 02    ......N.........
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008630:  07 00 C7 02 00 00 00 02 07 00 C3 02 00 00 00 02    ................
008640:  07 00 C8 02 00 00 00 02 07 00 C4 02 00 00 00 02    ................
008650:  07 00 C9 02 00 00 00 02 07 00 C5 02 00 00 00 02    ................
008660:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
008670:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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0086A0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0086B0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0086C0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0086D0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0086E0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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011530:  20 74 6F 20 66 69 6E 64 20 4D 61 72 76 69 6E 2C     to find Marvin,
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0115B0:  20 42 75 74 2C 20 79 6F 75 0D 0A 64 6F 6E 27 74     But, you..don't
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0115E0:  20 73 6F 2E 2E 2E 2E 70 69 63 6B 20 75 70 20 74     so....pick up t
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011600:  72 6F 67 6C 79 70 68 73 20 66 6F 75 6E 64 20 69    roglyphs found i
011610:  6E 20 74 68 65 20 67 61 6D 65 2E 20 0D 0A 0D 0A    n the game. ....
011620:  20 57 65 6C 6C 2C 20 68 65 72 65 20 79 6F 75 20     Well, here you 
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011830:  0D 0A 0D 0A 20 47 6F 20 74 6F 20 74 68 65 20 53    .... Go to the S
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0118C0:  21 21 20 44 6F 6E 27 74 20 67 6F 0D 0A 74 68 72    !! Don't go..thr
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011950:  20 6D 6F 6D 65 6E 74 20 79 6F 75 27 76 65 20 62     moment you've b
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011AA0:  28 69 66 20 79 6F 75 20 64 6F 2C 20 69 74 20 69    (if you do, it i
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011E00:  54 72 61 63 6B 2D 49 6E 66 6F 0D 0A 00 00 00 00    Track-Info......
011E10:  0F 00 01 00 02 09 4E E5 0F 00 C1 02 00 00 00 02    ......N.........
011E20:  0F 00 C6 02 00 00 00 02 0F 00 C2 02 00 00 00 02    ................
011E30:  0F 00 C7 02 00 00 00 02 0F 00 C3 02 00 00 00 02    ................
011E40:  0F 00 C8 02 00 00 00 02 0F 00 C4 02 00 00 00 02    ................
011E50:  0F 00 C9 02 00 00 00 02 0F 00 C5 02 00 00 00 02    ................
011E60:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
011E70:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
011E80:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
011E90:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
011EA0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
011EB0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
011EC0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
011ED0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
011EE0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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012730:  69 74 68 20 79 6F 75 29 2E 20 47 6F 20 64 6F 77    ith you). Go dow
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012820:  20 67 65 74 20 74 68 65 20 74 6F 72 63 68 20 61     get the torch a
012830:  6E 64 20 74 68 65 20 6A 61 72 2E 20 0D 0A 4F 70    nd the jar. ..Op
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012930:  74 73 2E 20 47 6F 20 61 6C 6C 20 74 68 65 20 77    ts. Go all the w
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012950:  20 74 68 69 73 20 68 61 6C 6C 77 61 79 20 74 6F     this hallway to
012960:  20 74 68 65 20 49 6E 6E 65 72 20 43 68 61 6D 62     the Inner Chamb
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012A00:  64 65 61 64 6C 79 20 74 72 61 70 2C 20 73 6F 20    deadly trap, so 
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012A40:  61 6D 62 65 72 2C 20 67 6F 20 57 65 73 74 20 74    amber, go West t
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012B50:  57 68 65 6E 20 74 68 61 74 20 68 61 70 70 65 6E    When that happen
012B60:  73 2C 20 0D 0A 6A 75 73 74 20 65 61 74 20 74 68    s, ..just eat th
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012BB0:  20 0D 0A 79 6F 75 20 77 69 6C 6C 20 62 65 20 69     ..you will be i
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012FC0:  57 22 29 2E 20 54 68 65 20 66 69 72 73 74 20 74    W"). The first t
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013020:  20 74 68 65 6E 20 72 6F 6C 6C 20 74 68 65 20 73     then roll the s
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013110:  10 00 01 00 02 09 4E E5 10 00 C1 02 00 00 00 02    ......N.........
013120:  10 00 C6 02 00 00 00 02 10 00 C2 02 00 00 00 02    ................
013130:  10 00 C7 02 00 00 00 02 10 00 C3 02 00 00 00 02    ................
013140:  10 00 C8 02 00 00 00 02 10 00 C4 02 00 00 00 02    ................
013150:  10 00 C9 02 00 00 00 02 10 00 C5 02 00 00 00 02    ................
013160:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
013170:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
013180:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
013190:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0131A0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0131B0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0131C0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0131D0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0131E0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0131F0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
013200:  70 69 65 63 65 20 0D 0A 6F 66 20 77 6F 6F 64 20    piece ..of wood 
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013460:  74 68 65 20 70 61 67 65 73 29 2E 20 49 6E 20 61    the pages). In a
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0143F0:  0A 63 61 6E 20 62 65 20 6C 65 66 74 20 69 6E 20    .can be left in 
014400:  54 72 61 63 6B 2D 49 6E 66 6F 0D 0A 00 00 00 00    Track-Info......
014410:  11 00 01 00 02 09 4E E5 11 00 C1 02 00 00 00 02    ......N.........
014420:  11 00 C6 02 00 00 00 02 11 00 C2 02 00 00 00 02    ................
014430:  11 00 C7 02 00 00 00 02 11 00 C3 02 00 00 00 02    ................
014440:  11 00 C8 02 00 00 00 02 11 00 C4 02 00 00 00 02    ................
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0144D0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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014510:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
014520:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
014530:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
014540:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
014550:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
014560:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
014570:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
014580:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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0145A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0145B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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0145E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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014600:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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014620:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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014660:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
014670:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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0146B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0146C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0146D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0146E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0146F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
014700:  68 69 6E 67 22 2C 20 74 68 69 73 20 74 69 6D 65    hing", this time
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0147D0:  4D 61 67 69 63 20 46 6F 75 6E 74 61 69 6E 20 28    Magic Fountain (
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014900:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 53                   S
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014930:  20 20 20 20 50 61 72 74 20 4F 6E 65 0D 0A 0D 0A        Part One....
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015070:  64 20 69 66 20 73 6F 6D 65 74 68 69 6E 67 20 77    d if something w
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015380:  20 72 61 6E 64 6F 6D 20 65 76 65 6E 74 73 29 2E     random events).
015390:  20 45 69 74 68 65 72 20 77 61 79 2C 20 79 6F 75     Either way, you
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0153B0:  74 61 79 20 0D 0A 61 72 6F 75 6E 64 20 66 6F 72    tay ..around for
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015400:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20                    
015410:  53 6F 72 63 65 72 65 72 20 6F 66 20 43 6C 61 79    Sorcerer of Clay
015420:  6D 6F 72 67 75 65 20 43 61 73 74 6C 65 20 20 20    morgue Castle   
015430:  20 20 20 50 61 72 74 20 54 77 6F 0D 0A 0D 0A 20       Part Two.... 
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015490:  61 6C 6C 2C 20 61 6E 64 20 79 6F 75 27 72 65 20    all, and you're 
0154A0:  61 74 20 74 68 65 20 74 6F 70 20 6F 66 20 74 68    at the top of th
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0154D0:  73 74 61 72 2C 20 0D 0A 74 68 65 6E 20 67 6F 20    star, ..then go 
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015500:  43 61 73 74 20 79 6F 75 72 20 66 69 72 65 20 73    Cast your fire s
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015590:  0D 0A 0D 0A 20 57 69 74 68 20 74 68 61 74 20 69    .... With that i
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0155E0:  0A 4C 65 61 76 65 20 73 6C 65 65 70 69 6E 67 20    .Leave sleeping 
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0156A0:  66 61 63 69 6E 67 20 61 20 63 61 62 69 6E 65 74    facing a cabinet
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015710:  12 00 01 00 02 09 4E E5 12 00 C1 02 00 00 00 02    ......N.........
015720:  12 00 C6 02 00 00 00 02 12 00 C2 02 00 00 00 02    ................
015730:  12 00 C7 02 00 00 00 02 12 00 C3 02 00 00 00 02    ................
015740:  12 00 C8 02 00 00 00 02 12 00 C4 02 00 00 00 02    ................
015750:  12 00 C9 02 00 00 00 02 12 00 C5 02 00 00 00 02    ................
015760:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
015770:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
015780:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
015790:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0157A0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0157B0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0157C0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0157D0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0157E0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0157F0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
015800:  20 46 6F 72 74 75 6E 61 74 65 6C 79 2C 20 74 68     Fortunately, th
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0162F0:  0D 0A 22 73 6F 6D 65 74 68 69 6E 67 22 20 28 61    .."something" (a
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016510:  0D 0A 46 69 72 73 74 2C 20 77 72 69 6E 67 20 74    ..First, wring t
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0168A0:  20 62 61 63 6B 20 69 6E 74 6F 20 74 68 65 20 42     back into the B
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016970:  43 61 73 74 20 74 68 65 20 4C 69 67 68 74 20 0D    Cast the Light .
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016A50:  13 00 C9 02 00 00 00 02 13 00 C5 02 00 00 00 02    ................
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017150:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
017160:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
017170:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
017180:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
017190:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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018F20:  20 0D 0A 0D 0A 0D 0A 20 20 20 20 20 20 20 20 20     ......         
018F30:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 50 4C                  PL
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0190E0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0190F0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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019EA0:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20                    
019EB0:  20 20 20 20 50 4C 41 4E 45 54 46 41 4C 4C 20 20        PLANETFALL  
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01CFF0:  20 20 20 20 20 20 20 53 45 41 53 54 41 4C 4B 45           SEASTALKE
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01ED40:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20                    
01ED50:  20 20 20 20 20 20 20 53 6F 72 63 65 72 65 72 20           Sorcerer 
01ED60:  20 20 20 20 20 20 20 20 20 20 20 20 50 61 72 74                Part
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01EE00:  20 41 6E 64 20 74 68 65 72 65 27 73 20 0D 0A 74     And there's ..t
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01EF10:  1A 00 01 00 02 09 4E E5 1A 00 C1 02 00 00 00 02    ......N.........
01EF20:  1A 00 C6 02 00 00 00 02 1A 00 C2 02 00 00 00 02    ................
01EF30:  1A 00 C7 02 00 00 00 02 1A 00 C3 02 00 00 00 02    ................
01EF40:  1A 00 C8 02 00 00 00 02 1A 00 C4 02 00 00 00 02    ................
01EF50:  1A 00 C9 02 00 00 00 02 1A 00 C5 02 00 00 00 02    ................
01EF60:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
01EF70:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
01EF80:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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01EFA0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
01EFB0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
01EFC0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
01EFD0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
01EFE0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
01EFF0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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020210:  1B 00 01 00 02 09 4E E5 1B 00 C1 02 00 00 00 02    ......N.........
020220:  1B 00 C6 02 00 00 00 02 1B 00 C2 02 00 00 00 02    ................
020230:  1B 00 C7 02 00 00 00 02 1B 00 C3 02 00 00 00 02    ................
020240:  1B 00 C8 02 00 00 00 02 1B 00 C4 02 00 00 00 02    ................
020250:  1B 00 C9 02 00 00 00 02 1B 00 C5 02 00 00 00 02    ................
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020270:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
020280:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
020290:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0202A0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0202B0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0202C0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0202D0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0202E0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
0202F0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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0236C0:  20 0D 0A 0D 0A 0D 0A 20 20 20 20 20 20 20 20 20     ......         
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029780:  67 20 69 66 20 79 6F 75 20 6C 69 6B 65 29 2C 20    g if you like), 
029790:  4E 6F 72 74 68 20 28 77 65 27 6C 6C 20 63 6F 6D    North (we'll com
0297A0:  65 20 62 61 63 6B 20 74 6F 20 74 68 65 20 63 61    e back to the ca
0297B0:  62 69 6E 20 0D 0A 6C 61 74 65 72 29 2C 20 61 6E    bin ..later), an
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0297E0:  41 6C 6F 6E 67 20 74 68 65 20 77 61 79 2C 20 69    Along the way, i
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029800:  74 20 74 68 65 20 73 79 73 74 65 6D 73 20 74 6F    t the systems to
029810:  20 73 65 74 20 74 68 65 20 0D 0A 73 75 72 66 61     set the ..surfa
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029830:  69 67 68 74 2E 20 0D 0A 0D 0A 23 36 31 20 57 48    ight. ....#61 WH
029840:  49 5A 2C 47 4F 20 54 4F 20 57 41 4C 44 4F 20 23    IZ,GO TO WALDO #
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029870:  20 23 36 33 20 57 48 49 5A 2C 52 45 50 4C 41 43     #63 WHIZ,REPLAC
029880:  45 20 54 48 45 20 0D 0A 4E 49 4E 45 2D 49 4E 43    E THE ..NINE-INC
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0298C0:  41 47 20 57 41 4C 44 4F 20 54 4F 20 54 48 45 20    AG WALDO TO THE 
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0298E0:  55 44 41 2C 47 4F 20 54 4F 20 53 4C 45 45 50 20    UDA,GO TO SLEEP 
0298F0:  43 48 41 4D 42 45 52 20 23 36 36 20 53 45 4E 53    CHAMBER #66 SENS
029900:  41 2C 52 45 50 4C 41 43 45 20 46 4F 55 52 2D 49    A,REPLACE FOUR-I
029910:  4E 43 48 20 43 41 42 4C 45 20 57 49 54 48 20 0D    NCH CABLE WITH .
029920:  0A 54 57 45 4C 56 45 2D 49 4E 43 48 20 43 41 42    .TWELVE-INCH CAB
029930:  4C 45 20 23 36 37 20 49 52 49 53 2C 50 52 45 53    LE #67 IRIS,PRES
029940:  53 20 2D 2D 2D 2D 2D 20 43 49 52 43 4C 45 20 23    S ----- CIRCLE #
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029960:  2D 2D 2D 20 43 49 52 43 4C 45 20 0D 0A 0D 0A 41    --- CIRCLE ....A
029970:  74 20 74 68 69 73 20 70 6F 69 6E 74 2C 20 74 68    t this point, th
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029990:  4F 6E 6C 79 20 38 2C 30 30 30 20 61 72 65 20 64    Only 8,000 are d
0299A0:  65 61 64 20 61 6E 64 20 79 6F 75 20 68 61 76 65    ead and you have
0299B0:  20 73 75 63 63 65 65 64 65 64 20 0D 0A 69 6E 20     succeeded ..in 
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029A00:  54 72 61 63 6B 2D 49 6E 66 6F 0D 0A 00 00 00 00    Track-Info......
029A10:  23 00 01 00 02 09 4E E5 23 00 C1 02 00 00 00 02    #.....N.#.......
029A20:  23 00 C6 02 00 00 00 02 23 00 C2 02 00 00 00 02    #.......#.......
029A30:  23 00 C7 02 00 00 00 02 23 00 C3 02 00 00 00 02    #.......#.......
029A40:  23 00 C8 02 00 00 00 02 23 00 C4 02 00 00 00 02    #.......#.......
029A50:  23 00 C9 02 00 00 00 02 23 00 C5 02 00 00 00 02    #.......#.......
029A60:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029A70:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029A80:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029A90:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029AA0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029AB0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029AC0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029AD0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029AE0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029AF0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
029B00:  20 0D 0A 74 68 65 20 77 65 72 65 77 6F 6C 66 2C     ..the werewolf,
029B10:  20 64 6F 6E 27 74 20 70 61 6E 69 63 3B 20 61 73     don't panic; as
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029B30:  70 20 6D 6F 76 69 6E 67 20 68 65 20 77 6F 6E 27    p moving he won'
029B40:  74 20 67 65 74 20 79 6F 75 2E 20 0D 0A 0D 0A 20    t get you. .... 
029B50:  4E 6F 77 2C 20 65 6E 74 65 72 20 74 68 65 20 77    Now, enter the w
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029B70:  65 20 63 6F 66 66 69 6E 2E 20 59 75 63 6B 21 20    e coffin. Yuck! 
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029BD0:  20 47 72 61 62 20 74 68 65 20 6D 69 63 65 20 66     Grab the mice f
029BE0:  69 72 73 74 2C 20 74 68 65 6E 20 0D 0A 67 65 74    irst, then ..get
029BF0:  20 74 68 65 20 62 75 6C 6C 65 74 2E 20 47 65 74     the bullet. Get
029C00:  20 64 6F 77 6E 20 6F 75 74 20 6F 66 20 74 68 65     down out of the
029C10:  20 77 61 67 6F 6E 2E 20 0D 0A 0D 0A 20 49 74 27     wagon. .... It'
029C20:  73 20 74 69 6D 65 20 74 6F 20 67 65 74 20 61 20    s time to get a 
029C30:  67 75 6E 20 66 6F 72 20 74 68 65 20 62 75 6C 6C    gun for the bull
029C40:  65 74 2C 20 73 6F 20 6D 6F 76 65 20 45 61 73 74    et, so move East
029C50:  20 70 61 73 74 20 74 68 65 20 63 61 73 74 6C 65     past the castle
029C60:  2C 20 45 61 73 74 20 0D 0A 61 67 61 69 6E 20 69    , East ..again i
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029CA0:  20 66 6F 72 65 73 74 20 28 73 75 63 68 20 61 20     forest (such a 
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029CE0:  68 65 77 21 20 54 68 65 72 65 27 73 20 74 68 65    hew! There's the
029CF0:  20 68 6F 75 73 65 21 20 47 6F 20 69 6E 2C 20 0D     house! Go in, .
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029DA0:  6C 6C 79 2C 20 0D 0A 74 68 65 20 77 61 6C 6C 20    lly, ..the wall 
029DB0:  73 77 69 6E 67 73 20 61 72 6F 75 6E 64 2C 20 74    swings around, t
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029E40:  64 69 6E 67 20 69 6E 20 61 20 6C 69 74 74 6C 65    ding in a little
029E50:  20 77 68 69 6C 65 2E 20 47 65 74 20 74 68 65 20     while. Get the 
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029E70:  20 63 6C 6F 61 6B 2C 20 74 68 65 6E 20 70 75 6C     cloak, then pul
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029EA0:  20 74 6F 20 6C 65 61 76 65 20 74 68 65 20 63 61     to leave the ca
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029ED0:  68 65 20 0D 0A 6F 6E 6C 79 20 74 68 69 6E 67 20    he ..only thing 
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029F80:  20 4E 6F 77 2C 20 77 68 65 6E 20 74 68 65 20 77     Now, when the w
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029FA0:  73 2C 20 79 6F 75 20 63 61 6E 20 73 68 6F 6F 74    s, you can shoot
029FB0:  20 68 69 6D 2C 20 61 6E 64 20 74 68 65 6E 20 64     him, and then d
029FC0:  72 6F 70 20 74 68 65 20 67 75 6E 2C 20 77 68 69    rop the gun, whi
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029FE0:  64 20 0D 0A 61 6E 79 6D 6F 72 65 2E 20 0D 0A 0D    d ..anymore. ...
029FF0:  0A 20 4F 6B 2C 20 68 65 61 64 20 62 61 63 6B 20    . Ok, head back 
02A000:  64 6F 77 6E 20 74 68 65 20 73 74 61 69 72 73 20    down the stairs 
02A010:  61 6E 64 20 45 61 73 74 20 6F 75 74 20 74 68 65    and East out the
02A020:  20 64 6F 6F 72 2E 20 4E 6F 77 20 67 6F 20 57 65     door. Now go We
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02A050:  20 61 74 20 61 20 63 6C 61 79 20 68 75 74 2E 20     at a clay hut. 
02A060:  47 6F 20 69 6E 73 69 64 65 2C 20 61 6E 64 20 79    Go inside, and y
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02A090:  6F 6E 20 61 20 63 68 61 69 72 2C 20 61 73 20 77    on a chair, as w
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02A0C0:  61 63 69 64 20 6F 6E 20 69 74 2C 20 61 6E 64 20    acid on it, and 
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02A0E0:  67 20 61 67 61 69 6E 73 74 20 74 68 65 20 77 61    g against the wa
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02A100:  64 6F 6E 27 74 20 6E 65 65 64 2E 20 0D 0A 0D 0A    don't need. ....
02A110:  20 4E 6F 77 20 79 6F 75 20 63 61 6E 20 67 6F 20     Now you can go 
02A120:  62 61 63 6B 20 74 6F 20 74 68 65 20 73 74 75 6D    back to the stum
02A130:  70 2C 20 73 6F 20 6D 6F 76 65 20 6F 6E 20 53 6F    p, so move on So
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02A150:  2E 20 50 6F 75 72 20 74 68 65 20 0D 0A 61 63 69    . Pour the ..aci
02A160:  64 2C 20 61 6E 64 20 6E 6F 77 20 79 6F 75 20 63    d, and now you c
02A170:  61 6E 20 72 65 61 64 20 74 68 65 20 77 72 69 74    an read the writ
02A180:  69 6E 67 21 20 44 6F 20 77 68 61 74 20 69 74 20    ing! Do what it 
02A190:  73 61 79 73 2C 20 61 6E 64 20 79 6F 75 27 6C 6C    says, and you'll
02A1A0:  20 62 65 20 75 6E 64 65 72 20 0D 0A 74 68 65 20     be under ..the 
02A1B0:  73 74 75 6D 70 2E 20 4C 6F 76 65 6C 79 20 70 6C    stump. Lovely pl
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02A1E0:  67 20 61 72 6F 75 6E 64 2E 20 59 6F 75 20 6E 65    g around. You ne
02A1F0:  65 64 20 74 68 65 6D 2C 20 0D 0A 73 6F 20 63 61    ed them, ..so ca
02A200:  74 63 68 20 61 20 66 65 77 20 28 68 61 6E 64 79    tch a few (handy
02A210:  2C 20 74 68 61 74 20 66 6C 79 70 61 70 65 72 29    , that flypaper)
02A220:  2C 20 74 68 65 6E 20 70 69 63 6B 20 74 68 65 20    , then pick the 
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02A270:  6E 64 20 79 6F 75 27 6C 6C 20 62 65 20 69 6E 20    nd you'll be in 
02A280:  61 20 63 68 61 6D 62 65 72 20 77 69 74 68 20 61    a chamber with a
02A290:  20 0D 0A 63 72 79 73 74 61 6C 20 62 61 6C 6C 2E     ..crystal ball.
02A2A0:  20 0D 0A 0D 0A 20 59 6F 75 20 63 61 6E 27 74 20     .... You can't 
02A2B0:  67 65 74 20 74 68 65 20 62 61 6C 6C 2C 20 62 75    get the ball, bu
02A2C0:  74 20 74 68 61 74 27 73 20 6E 6F 74 20 6E 65 63    t that's not nec
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02A300:  67 65 74 20 72 69 64 20 6F 66 20 74 68 65 20 63    get rid of the c
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02A320:  20 0D 0A 74 68 65 20 6D 69 63 65 2C 20 61 6E 64     ..the mice, and
02A330:  20 74 68 65 20 63 61 74 20 77 69 6C 6C 20 74 61     the cat will ta
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02A350:  6D 2E 20 47 65 74 20 74 68 65 20 62 6F 74 74 6C    m. Get the bottl
02A360:  65 20 61 6E 64 20 6C 65 61 76 65 20 74 68 65 20    e and leave the 
02A370:  0D 0A 62 72 6F 6F 6D 2E 20 0D 0A 0D 0A 0D 0A 20    ..broom. ...... 
02A380:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20                    
02A390:  20 20 20 20 54 72 61 6E 73 79 6C 76 61 6E 69 61        Transylvania
02A3A0:  20 20 20 20 20 20 20 20 20 20 20 20 20 50 61 72                 Par
02A3B0:  74 20 54 77 6F 0D 0A 0D 0A 20 4F 6B 2C 20 6E 6F    t Two.... Ok, no
02A3C0:  77 20 69 74 27 73 20 74 69 6D 65 20 74 6F 20 6D    w it's time to m
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02A3E0:  20 62 75 74 20 66 69 72 73 74 2C 20 61 20 6C 69     but first, a li
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02A400:  20 47 6F 20 0D 0A 57 65 73 74 20 6F 75 74 20 6F     Go ..West out o
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02A420:  4E 6F 72 74 68 2C 20 4E 6F 72 74 68 2C 20 61 6E    North, North, an
02A430:  64 20 57 65 73 74 20 61 67 61 69 6E 2E 20 53 70    d West again. Sp
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02A450:  20 0D 0A 4E 6F 20 6D 61 74 74 65 72 2C 20 67 65     ..No matter, ge
02A460:  74 20 74 68 65 20 77 6F 6F 64 65 6E 20 63 72 6F    t the wooden cro
02A470:  73 73 20 28 77 65 27 6C 6C 20 69 6E 76 65 73 74    ss (we'll invest
02A480:  69 67 61 74 65 20 74 68 65 20 67 72 61 76 65 73    igate the graves
02A490:  74 6F 6E 65 20 6C 61 74 65 72 29 2C 20 0D 0A 61    tone later), ..a
02A4A0:  6E 64 20 6D 6F 76 65 20 6F 6E 20 53 6F 75 74 68    nd move on South
02A4B0:  20 61 6E 64 20 45 61 73 74 2E 20 0D 0A 0D 0A 20     and East. .... 
02A4C0:  59 6F 75 27 72 65 20 62 61 63 6B 20 61 74 20 74    You're back at t
02A4D0:  68 65 20 63 61 73 74 6C 65 20 61 67 61 69 6E 2E    he castle again.
02A4E0:  20 47 6F 20 4E 6F 72 74 68 20 75 6E 74 69 6C 20     Go North until 
02A4F0:  79 6F 75 20 63 6F 6D 65 20 74 6F 20 74 68 65 20    you come to the 
02A500:  20 6E 6F 74 65 20 6F 66 20 77 68 61 74 20 79 6F     note of what yo
02A510:  75 20 73 65 65 20 69 6E 20 74 68 65 72 65 3B 20    u see in there; 
02A520:  69 74 27 73 20 6D 6F 73 74 20 69 6D 70 6F 72 74    it's most import
02A530:  61 6E 74 21 20 41 66 74 65 72 20 74 68 65 20 0D    ant! After the .
02A540:  0A 73 68 6F 77 20 69 73 20 6F 76 65 72 2C 20 67    .show is over, g
02A550:  6F 20 62 61 63 6B 20 74 68 72 6F 75 67 68 20 74    o back through t
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02A570:  20 74 68 65 20 62 6F 6F 6B 20 28 77 69 74 68 6F     the book (witho
02A580:  75 74 20 74 6F 75 63 68 69 6E 67 20 0D 0A 69 74    ut touching ..it
02A590:  21 21 29 2E 20 52 65 6D 65 6D 62 65 72 20 77 68    !!). Remember wh
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02A5B0:  73 20 79 6F 75 3B 20 74 68 61 74 27 73 20 69 6D    s you; that's im
02A5C0:  70 6F 72 74 61 6E 74 20 74 6F 6F 2E 20 4F 6B 2C    portant too. Ok,
02A5D0:  20 6E 6F 77 20 69 74 27 73 20 0D 0A 74 69 6D 65     now it's ..time
02A5E0:  20 74 6F 20 6C 65 61 76 65 2C 20 73 6F 20 74 72     to leave, so tr
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02A610:  20 77 69 7A 61 72 64 20 77 69 6C 6C 20 6B 69 63     wizard will kic
02A620:  6B 20 79 6F 75 20 0D 0A 6F 75 74 2C 20 72 69 67    k you ..out, rig
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02A640:  74 75 6D 70 20 61 67 61 69 6E 2E 20 0D 0A 0D 0A    tump again. ....
02A650:  0D 0A 20 20 20 20 20 20 20 20 20 20 20 20 20 20    ..              
02A660:  20 20 20 20 20 20 20 54 72 61 6E 73 79 6C 76 61           Transylva
02A670:  6E 69 61 20 20 20 20 20 20 20 20 20 20 20 20 50    nia            P
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02A6C0:  6E 64 20 74 68 65 6E 20 79 6F 75 20 63 61 6E 20    nd then you can 
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02A6E0:  2E 20 53 6F 2C 20 66 72 6F 6D 20 74 68 65 20 73    . So, from the s
02A6F0:  74 75 6D 70 2C 20 67 6F 20 4E 6F 72 74 68 2C 20    tump, go North, 
02A700:  65 6E 74 72 79 20 68 61 6C 6C 2E 20 0D 0A 54 68    entry hall. ..Th
02A710:  69 73 20 69 73 20 61 6E 6F 74 68 65 72 20 6F 66    is is another of
02A720:  20 74 68 65 20 72 61 6E 64 6F 6D 20 70 61 72 74     the random part
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02A750:  70 69 72 65 20 0D 0A 61 70 70 65 61 72 73 20 61    pire ..appears a
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02A7A0:  2E 20 0D 0A 49 66 20 68 65 27 73 20 6E 6F 74 20    . ..If he's not 
02A7B0:  74 68 65 72 65 20 77 68 65 6E 20 79 6F 75 20 67    there when you g
02A7C0:  6F 20 69 6E 2C 20 74 72 79 20 67 6F 69 6E 67 20    o in, try going 
02A7D0:  69 6E 74 6F 20 74 68 65 20 72 6F 6F 6D 20 74 6F    into the room to
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02A7F0:  74 68 61 74 20 64 6F 65 73 6E 27 74 20 77 6F 72    that doesn't wor
02A800:  6B 2C 20 6A 75 73 74 20 6B 65 65 70 20 6D 6F 76    k, just keep mov
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02A820:  74 68 20 75 6E 74 69 6C 20 68 65 20 61 72 72 69    th until he arri
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02A840:  20 63 61 6E 27 74 20 64 6F 20 6D 75 63 68 20 68     can't do much h
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02A880:  64 2C 20 6D 61 6B 65 20 0D 0A 73 75 72 65 20 79    d, make ..sure y
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02A8C0:  20 0D 0A 0D 0A 20 41 73 20 73 6F 6F 6E 20 61 73     .... As soon as
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02A920:  48 65 72 65 20 0D 0A 79 6F 75 20 73 65 65 20 61    Here ..you see a
02A930:  20 6C 61 72 67 65 20 62 75 6C 6C 66 72 6F 67 20     large bullfrog 
02A940:  61 6E 64 20 61 20 73 61 69 6C 62 6F 61 74 2E 20    and a sailboat. 
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02A970:  2C 20 0D 0A 69 74 27 73 20 22 42 65 20 4B 69 6E    , ..it's "Be Kin
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02A990:  57 65 65 6B 22 2C 20 73 6F 20 67 69 76 65 20 74    Week", so give t
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02A9B0:  66 72 6F 67 2E 20 41 66 74 65 72 20 0D 0A 65 6E    frog. After ..en
02A9C0:  6A 6F 79 69 6E 67 20 74 68 65 20 73 6E 61 63 6B    joying the snack
02A9D0:  2C 20 68 65 20 77 69 6C 6C 20 74 65 6C 6C 20 79    , he will tell y
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02AA20:  2C 20 79 6F 75 20 63 61 6E 20 64 72 6F 70 20 74    , you can drop t
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02AA40:  2E 20 0D 0A 0D 0A 20 4F 6B 2C 20 74 69 6D 65 20    . .... Ok, time 
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02AA90:  6C 20 0D 0A 66 69 6E 64 20 79 6F 75 72 73 65 6C    l ..find yoursel
02AAA0:  66 20 69 6E 20 61 20 63 6C 65 61 72 69 6E 67 20    f in a clearing 
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02AB30:  63 72 6F 73 73 2C 20 61 6E 64 20 6D 61 6B 65 20    cross, and make 
02AB40:  79 6F 75 72 20 77 61 79 20 74 6F 20 74 68 65 20    your way to the 
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02AC10:  20 52 6F 6F 6D 2E 20 4F 70 65 6E 20 74 68 65 20     Room. Open the 
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02AE00:  68 6F 77 65 64 20 79 6F 75 2E 20 53 6F 2C 20 64    howed you. So, d
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02AEE0:  20 4E 6F 77 20 0D 0A 79 6F 75 27 72 65 20 69 6E     Now ..you're in
02AEF0:  20 61 20 73 61 6E 64 79 20 66 69 65 6C 64 2C 20     a sandy field, 
02AF00:  61 6E 64 20 61 20 63 75 74 65 20 28 3F 29 20 6C    and a cute (?) l
02AF10:  69 74 74 6C 65 20 67 6F 62 6C 69 6E 20 69 73 20    ittle goblin is 
02AF20:  73 77 69 6E 67 69 6E 67 20 61 20 6B 65 79 2E 20    swinging a key. 
02AF30:  0D 0A 53 69 6E 63 65 20 68 65 27 73 20 75 70 20    ..Since he's up 
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02AF90:  74 6F 6C 64 20 79 6F 75 2E 20 57 68 6F 6F 73 68    told you. Whoosh
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02B010:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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02B040:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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02B070:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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02B090:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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02B1C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
02B1D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
02B1E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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02B200:  74 68 65 20 6B 65 79 2C 20 61 6E 64 20 77 61 6C    the key, and wal
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02B270:  49 20 62 65 74 20 79 6F 75 20 63 6F 75 6C 64 20    I bet you could 
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02B370:  74 69 6D 65 20 74 6F 20 73 70 61 72 65 2E 20 54    time to spare. T
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02B400:  20 20 20 20 20 20 20 20 20 20 20 20 20 55 4C 59                 ULY
02B410:  53 53 45 53 20 41 4E 44 20 54 48 45 20 47 4F 4C    SSES AND THE GOL
02B420:  44 45 4E 20 46 4C 45 45 43 45 20 20 20 20 20 20    DEN FLEECE      
02B430:  20 20 20 20 20 20 20 50 61 72 74 20 4F 6E 65 0D           Part One.
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02B450:  20 74 68 69 73 20 67 61 6D 65 20 69 73 20 61 20     this game is a 
02B460:  73 69 6D 70 6C 65 20 6F 6E 65 3A 20 20 59 6F 75    simple one:  You
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02C410:  77 68 61 74 3F 29 20 22 57 69 74 68 20 0D 0A 57    what?) "With ..W
02C420:  61 78 2E 22 20 20 28 41 6E 64 20 77 68 61 74 3F    ax."  (And what?
02C430:  29 20 22 41 6E 64 20 46 65 61 74 68 65 72 73 2E    ) "And Feathers.
02C440:  22 20 20 59 6F 75 20 77 69 6C 6C 20 6E 6F 77 20    "  You will now 
02C450:  68 61 76 65 20 61 20 70 61 69 72 20 6F 66 20 77    have a pair of w
02C460:  69 6E 67 73 2C 20 73 6F 20 0D 0A 22 46 6C 79 2E    ings, so .."Fly.
02C470:  22 20 0D 0A 0D 0A 59 6F 75 20 63 65 72 74 61 69    " ....You certai
02C480:  6E 6C 79 20 61 72 65 20 6D 61 6B 69 6E 67 20 70    nly are making p
02C490:  72 6F 67 72 65 73 73 20 6E 6F 77 2E 20 20 4F 6E    rogress now.  On
02C4A0:  20 74 68 69 73 20 73 69 64 65 20 6F 66 20 74 68     this side of th
02C4B0:  65 20 63 61 6E 79 6F 6E 20 69 73 20 61 20 0D 0A    e canyon is a ..
02C4C0:  72 6F 63 6B 2E 20 20 47 65 74 20 74 68 65 20 72    rock.  Get the r
02C4D0:  6F 63 6B 20 61 6E 64 20 74 68 65 20 72 65 69 6E    ock and the rein
02C4E0:  73 20 74 68 61 74 20 61 72 65 20 75 6E 64 65 72    s that are under
02C4F0:  6E 65 61 74 68 20 74 68 65 20 72 6F 63 6B 2E 20    neath the rock. 
02C500:  65 20 77 6F 72 64 20 77 72 69 74 74 65 6E 20 6F    e word written o
02C510:  6E 20 69 74 20 77 69 6C 6C 20 63 6F 6D 65 20 69    n it will come i
02C520:  6E 20 68 61 6E 64 79 20 6C 61 74 65 72 2E 20 20    n handy later.  
02C530:  44 6F 20 6E 6F 74 20 64 69 73 63 61 72 64 20 74    Do not discard t
02C540:  68 65 20 0D 0A 62 6F 74 74 6C 65 21 20 0D 0A 0D    he ..bottle! ...
02C550:  0A 4E 6F 77 20 79 6F 75 20 6D 75 73 74 20 64 65    .Now you must de
02C560:  61 6C 20 77 69 74 68 20 74 68 65 20 67 75 61 72    al with the guar
02C570:  64 20 6F 6E 20 74 68 65 20 64 6F 63 6B 2E 20 20    d on the dock.  
02C580:  22 54 61 6C 6B 20 47 75 61 72 64 22 20 61 6E 64    "Talk Guard" and
02C590:  20 74 65 6C 6C 20 68 69 6D 20 79 6F 75 20 0D 0A     tell him you ..
02C5A0:  61 72 65 20 55 6C 79 73 73 65 73 2E 20 20 54 68    are Ulysses.  Th
02C5B0:  65 6E 20 22 47 69 76 65 20 43 6F 69 6E 2E 22 20    en "Give Coin." 
02C5C0:  20 59 6F 75 20 61 72 65 20 62 72 69 62 69 6E 67     You are bribing
02C5D0:  20 68 69 6D 20 73 6F 20 74 68 61 74 20 68 65 20     him so that he 
02C5E0:  77 69 6C 6C 20 67 69 76 65 20 0D 0A 79 6F 75 20    will give ..you 
02C5F0:  61 20 6D 61 70 20 74 68 61 74 20 77 69 6C 6C 20    a map that will 
02C600:  68 65 6C 70 20 79 6F 75 20 67 65 74 20 73 61 66    help you get saf
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02C620:  63 61 6E 65 2E 20 20 47 6F 20 45 61 73 74 2C 20    cane.  Go East, 
02C630:  61 6E 64 20 79 6F 75 20 0D 0A 77 69 6C 6C 20 73    and you ..will s
02C640:  65 65 20 6F 6E 65 20 6F 66 20 74 68 65 20 4B 69    ee one of the Ki
02C650:  6E 67 27 73 20 73 68 69 70 73 2E 20 20 47 6F 20    ng's ships.  Go 
02C660:  4E 6F 72 74 68 2C 20 61 6E 64 20 79 6F 75 20 77    North, and you w
02C670:  69 6C 6C 20 62 65 20 6F 6E 20 62 6F 61 72 64 2E    ill be on board.
02C680:  20 20 4E 6F 77 20 0D 0A 69 74 27 73 20 74 69 6D      Now ..it's tim
02C690:  65 20 74 6F 20 22 43 61 73 74 20 4F 66 66 2E 22    e to "Cast Off."
02C6A0:  20 20 4F 6E 63 65 20 6F 6E 20 74 68 65 20 6F 63      Once on the oc
02C6B0:  65 61 6E 2C 20 79 6F 75 20 6D 75 73 74 20 67 6F    ean, you must go
02C6C0:  20 4E 6F 72 74 68 2C 20 74 68 65 6E 20 57 65 73     North, then Wes
02C6D0:  74 2E 20 20 0D 0A 41 20 6B 69 6E 64 6C 79 20 61    t.  ..A kindly a
02C6E0:  6C 62 61 74 72 6F 73 73 20 77 69 6C 6C 20 64 72    lbatross will dr
02C6F0:  6F 70 20 61 20 62 61 67 20 6F 6E 20 74 68 65 20    op a bag on the 
02C700:  20 4E 6F 77 2C 20 67 6F 20 0D 0A 64 6F 77 6E 20     Now, go ..down 
02C710:  74 68 65 20 68 6F 6C 65 2E 20 20 46 72 6F 6D 20    the hole.  From 
02C720:  74 68 65 72 65 2C 20 68 65 61 64 20 57 65 73 74    there, head West
02C730:  2C 20 57 65 73 74 2C 20 61 6E 64 20 53 6F 75 74    , West, and Sout
02C740:  68 2E 20 20 55 68 20 6F 68 21 20 54 68 65 72 65    h.  Uh oh! There
02C750:  27 73 20 0D 0A 50 6C 75 74 6F 2C 20 47 6F 64 20    's ..Pluto, God 
02C760:  6F 66 20 74 68 65 20 55 6E 64 65 72 77 6F 72 6C    of the Underworl
02C770:  64 21 20 20 48 65 20 69 73 6E 27 74 20 74 6F 6F    d!  He isn't too
02C780:  20 74 68 72 69 6C 6C 65 64 20 74 6F 20 73 65 65     thrilled to see
02C790:  20 79 6F 75 2C 20 73 6F 20 79 6F 75 20 68 61 64     you, so you had
02C7A0:  20 0D 0A 62 65 74 74 65 72 20 22 54 68 72 6F 77     ..better "Throw
02C7B0:  20 44 75 73 74 22 20 74 6F 20 6D 61 6B 65 20 68     Dust" to make h
02C7C0:  69 6D 20 67 6F 20 61 77 61 79 2E 20 20 54 68 65    im go away.  The
02C7D0:  6E 2C 20 68 65 61 64 20 53 6F 75 74 68 2C 20 45    n, head South, E
02C7E0:  61 73 74 2C 20 45 61 73 74 2C 20 61 6E 64 20 0D    ast, East, and .
02C7F0:  0A 79 6F 75 20 63 6F 6D 65 20 74 6F 20 61 20 77    .you come to a w
02C800:  61 6C 6C 20 6F 66 20 66 6C 61 6D 65 20 28 68 6F    all of flame (ho
02C810:  74 20 73 74 75 66 66 21 29 2E 20 0D 0A 0D 0A 49    t stuff!). ....I
02C820:  74 27 73 20 65 61 73 79 20 74 6F 20 67 65 74 20    t's easy to get 
02C830:  70 61 73 74 20 74 68 65 20 66 69 72 65 20 77 61    past the fire wa
02C840:  6C 6C 2C 20 74 68 6F 75 67 68 2E 20 20 22 50 6F    ll, though.  "Po
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02C860:  3F 29 20 22 4F 6E 20 0D 0A 53 65 6C 66 2E 22 20    ?) "On ..Self." 
02C870:  20 4E 6F 77 20 74 68 61 74 20 79 6F 75 27 72 65     Now that you're
02C880:  20 64 72 69 70 70 69 6E 67 20 77 65 74 2C 20 67     dripping wet, g
02C890:  6F 20 53 6F 75 74 68 20 74 68 72 6F 75 67 68 20    o South through 
02C8A0:  74 68 65 20 66 6C 61 6D 65 73 2E 20 20 43 61 74    the flames.  Cat
02C8B0:  63 68 20 0D 0A 79 6F 75 72 20 62 72 65 61 74 68    ch ..your breath
02C8C0:  2C 20 61 6E 64 20 67 6F 20 45 61 73 74 2E 20 20    , and go East.  
02C8D0:  54 68 65 72 65 27 73 20 61 20 68 6F 6C 65 2C 20    There's a hole, 
02C8E0:  73 6F 20 22 47 6F 20 48 6F 6C 65 2E 22 20 20 41    so "Go Hole."  A
02C8F0:  68 2C 20 66 72 65 73 68 20 61 69 72 20 0D 0A 61    h, fresh air ..a
02C900:  64 65 63 6B 2E 20 20 47 65 74 20 74 68 65 20 62    deck.  Get the b
02C910:  61 67 2E 20 20 54 68 65 6E 2C 20 67 6F 20 0D 0A    ag.  Then, go ..
02C920:  45 61 73 74 2C 20 53 6F 75 74 68 2C 20 61 6E 64    East, South, and
02C930:  20 45 61 73 74 2E 20 20 41 20 63 6F 6E 64 6F 72     East.  A condor
02C940:  20 77 69 6C 6C 20 73 6D 61 63 6B 20 69 6E 74 6F     will smack into
02C950:  20 79 6F 75 72 20 6D 61 73 74 2E 20 20 47 65 74     your mast.  Get
02C960:  20 74 68 65 20 63 6F 6E 64 6F 72 20 0D 0A 28 79     the condor ..(y
02C970:  6F 75 20 77 69 6C 6C 20 6E 65 65 64 20 69 74 20    ou will need it 
02C980:  6C 61 74 65 72 29 2E 20 20 47 6F 20 45 61 73 74    later).  Go East
02C990:  20 6F 6E 63 65 20 6D 6F 72 65 2C 20 61 6E 64 20     once more, and 
02C9A0:  79 6F 75 20 77 69 6C 6C 20 62 65 20 66 61 63 69    you will be faci
02C9B0:  6E 67 20 61 20 0D 0A 68 75 72 72 69 63 61 6E 65    ng a ..hurricane
02C9C0:  2E 20 0D 0A 0D 0A 4E 6F 77 20 69 73 20 74 68 65    . ....Now is the
02C9D0:  20 74 69 6D 65 20 74 6F 20 72 65 61 64 20 74 68     time to read th
02C9E0:  65 20 6D 61 70 20 61 6E 64 20 66 6F 6C 6C 6F 77    e map and follow
02C9F0:  20 74 68 65 20 64 69 72 65 63 74 69 6F 6E 73 20     the directions 
02CA00:  6F 6E 20 69 74 20 76 65 72 79 2C 20 76 65 72 79    on it very, very
02CA10:  2C 20 0D 0A 63 61 72 65 66 75 6C 6C 79 2E 20 20    , ..carefully.  
02CA20:  59 6F 75 20 77 69 6C 6C 20 74 68 65 6E 20 66 69    You will then fi
02CA30:  6E 64 20 79 6F 75 72 73 65 6C 66 20 6F 66 66 73    nd yourself offs
02CA40:  68 6F 72 65 20 61 74 20 74 68 65 20 49 73 6C 61    hore at the Isla
02CA50:  6E 64 20 6F 66 20 53 74 6F 72 6D 73 2E 20 0D 0A    nd of Storms. ..
02CA60:  0D 0A 0D 0A 20 20 20 20 20 20 20 20 20 20 20 20    ....            
02CA70:  20 55 4C 59 53 53 45 53 20 41 4E 44 20 54 48 45     ULYSSES AND THE
02CA80:  20 47 4F 4C 44 45 4E 20 46 4C 45 45 43 45 20 20     GOLDEN FLEECE  
02CA90:  20 20 20 20 20 20 20 20 20 20 20 50 61 72 74 20               Part 
02CAA0:  54 77 6F 0D 0A 0D 0A 41 66 74 65 72 20 61 76 6F    Two....After avo
02CAB0:  69 64 69 6E 67 20 74 68 65 20 68 75 72 72 69 63    iding the hurric
02CAC0:  61 6E 65 2C 20 79 6F 75 20 68 61 76 65 20 66 6F    ane, you have fo
02CAD0:  75 6E 64 20 79 6F 75 72 73 65 6C 66 20 6F 66 66    und yourself off
02CAE0:  73 68 6F 72 65 20 61 74 20 74 68 65 20 49 73 6C    shore at the Isl
02CAF0:  61 6E 64 20 0D 0A 6F 66 20 53 74 6F 72 6D 73 2E    and ..of Storms.
02CB00:  67 61 69 6E 21 20 0D 0A 0D 0A 59 6F 75 20 77 69    gain! ....You wi
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02CB20:  6E 20 74 68 65 20 6A 75 6E 67 6C 65 2E 20 20 48    n the jungle.  H
02CB30:  65 61 64 20 57 65 73 74 2C 20 74 68 65 6E 20 53    ead West, then S
02CB40:  6F 75 74 68 2C 20 61 6E 64 20 79 6F 75 27 72 65    outh, and you're
02CB50:  20 62 61 63 6B 20 0D 0A 61 74 20 74 68 65 20 73     back ..at the s
02CB60:  68 69 70 2E 20 22 47 6F 20 53 68 69 70 2E 22 20    hip. "Go Ship." 
02CB70:  20 49 74 27 73 20 74 69 6D 65 20 74 6F 20 6D 6F     It's time to mo
02CB80:  76 65 20 6F 6E 20 74 6F 20 62 65 74 74 65 72 20    ve on to better 
02CB90:  74 68 69 6E 67 73 2C 20 73 6F 20 67 6F 20 4E 6F    things, so go No
02CBA0:  72 74 68 2C 20 0D 0A 57 65 73 74 2C 20 4E 6F 72    rth, ..West, Nor
02CBB0:  74 68 2C 20 4E 6F 72 74 68 2C 20 61 6E 64 20 4E    th, North, and N
02CBC0:  6F 72 74 68 2E 20 57 68 6F 6F 70 73 21 20 20 54    orth. Whoops!  T
02CBD0:  68 65 72 65 27 73 20 4B 69 6E 67 20 4E 65 70 74    here's King Nept
02CBE0:  75 6E 65 2C 20 61 6E 64 20 68 65 20 64 6F 65 73    une, and he does
02CBF0:  6E 27 74 20 0D 0A 6C 6F 6F 6B 20 74 6F 6F 20 66    n't ..look too f
02CC00:  72 69 65 6E 64 6C 79 21 20 20 42 65 74 74 65 72    riendly!  Better
02CC10:  20 22 50 6F 75 72 20 50 6F 74 69 6F 6E 2E 22 20     "Pour Potion." 
02CC20:  28 57 68 65 72 65 3F 29 20 22 49 6E 20 4F 63 65    (Where?) "In Oce
02CC30:  61 6E 2E 22 20 20 57 61 73 6E 27 74 20 74 68 61    an."  Wasn't tha
02CC40:  74 20 0D 0A 73 6E 65 61 6B 79 20 64 69 73 67 75    t ..sneaky disgu
02CC50:  69 73 69 6E 67 20 74 68 65 20 70 6F 74 69 6F 6E    ising the potion
02CC60:  20 61 73 20 74 68 61 74 20 73 70 72 69 6E 67 20     as that spring 
02CC70:  77 61 74 65 72 20 79 6F 75 20 67 6F 74 3F 20 20    water you got?  
02CC80:  53 61 69 6C 20 6F 6E 20 4E 6F 72 74 68 2C 20 0D    Sail on North, .
02CC90:  0A 45 61 73 74 2C 20 61 6E 64 20 45 61 73 74 2E    .East, and East.
02CCA0:  20 20 20 0D 0A 0D 0A 41 74 20 74 68 69 73 20 70       ....At this p
02CCB0:  6F 69 6E 74 2C 20 79 6F 75 20 77 69 6C 6C 20 67    oint, you will g
02CCC0:  65 74 20 61 20 77 61 72 6E 69 6E 67 20 6D 65 73    et a warning mes
02CCD0:  73 61 67 65 20 61 62 6F 75 74 20 74 68 65 20 53    sage about the S
02CCE0:  69 72 65 6E 73 2E 20 20 49 67 6E 6F 72 65 20 69    irens.  Ignore i
02CCF0:  74 21 20 20 0D 0A 59 6F 75 20 6D 75 73 74 20 68    t!  ..You must h
02CD00:  20 20 22 47 6F 20 49 73 6C 61 6E 64 2E 22 20 20      "Go Island."  
02CD10:  4F 6E 6C 79 20 55 6C 79 73 73 65 73 20 77 69 6C    Only Ulysses wil
02CD20:  6C 20 67 6F 2E 20 54 68 65 20 63 72 65 77 20 77    l go. The crew w
02CD30:  69 6C 6C 20 72 65 6D 61 69 6E 20 62 65 68 69 6E    ill remain behin
02CD40:  64 20 0D 0A 6F 6E 20 74 68 65 20 73 68 69 70 2E    d ..on the ship.
02CD50:  20 20 4E 6F 77 2C 20 67 6F 20 53 6F 75 74 68 20      Now, go South 
02CD60:  61 6E 64 20 45 61 73 74 2E 20 20 54 68 65 72 65    and East.  There
02CD70:  20 69 73 20 61 20 62 72 69 64 6C 65 20 74 68 65     is a bridle the
02CD80:  72 65 2C 20 73 6F 20 22 47 65 74 20 0D 0A 42 72    re, so "Get ..Br
02CD90:  69 64 6C 65 2E 22 20 20 47 6F 20 45 61 73 74 2C    idle."  Go East,
02CDA0:  20 74 68 65 6E 20 53 6F 75 74 68 2E 20 20 4C 6F     then South.  Lo
02CDB0:  6F 6B 20 69 6E 20 74 68 65 20 68 6F 6C 65 20 69    ok in the hole i
02CDC0:  6E 20 74 68 65 20 74 72 65 65 20 61 6E 64 20 67    n the tree and g
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02CDF0:  20 69 6E 73 69 64 65 2E 20 20 4E 6F 77 2C 20 68     inside.  Now, h
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02CE10:  20 61 6E 64 20 4E 6F 72 74 68 2E 20 43 6F 6E 74     and North. Cont
02CE20:  69 6E 75 65 20 0D 0A 6E 6F 72 74 68 77 61 72 64    inue ..northward
02CE30:  20 75 6E 74 69 6C 20 79 6F 75 20 63 6F 6D 65 20     until you come 
02CE40:  74 6F 20 74 68 65 20 62 61 73 65 20 6F 66 20 61    to the base of a
02CE50:  20 6D 6F 75 6E 74 61 69 6E 2E 20 22 47 6F 20 55     mountain. "Go U
02CE60:  70 2E 22 20 0D 0A 0D 0A 59 6F 75 20 77 69 6C 6C    p." ....You will
02CE70:  20 6E 6F 77 20 62 65 20 61 74 20 74 68 65 20 65     now be at the e
02CE80:  6E 74 72 61 6E 63 65 20 74 6F 20 61 20 63 61 76    ntrance to a cav
02CE90:  65 2E 20 20 22 47 6F 20 43 61 76 65 2E 22 20 20    e.  "Go Cave."  
02CEA0:  4F 6E 63 65 20 69 6E 73 69 64 65 20 74 68 65 20    Once inside the 
02CEB0:  0D 0A 63 61 76 65 2C 20 67 6F 20 45 61 73 74 2C    ..cave, go East,
02CEC0:  20 74 68 65 6E 20 4E 6F 72 74 68 2E 20 20 59 6F     then North.  Yo
02CED0:  75 20 77 69 6C 6C 20 62 65 20 61 74 20 61 20 73    u will be at a s
02CEE0:  70 72 69 6E 67 2E 20 46 69 6C 6C 20 79 6F 75 72    pring. Fill your
02CEF0:  20 62 6F 74 74 6C 65 20 77 69 74 68 20 0D 0A 77     bottle with ..w
02CF00:  65 61 72 20 74 68 65 20 53 69 72 65 6E 73 27 20    ear the Sirens' 
02CF10:  73 6F 6E 67 2E 20 20 47 6F 20 4E 6F 72 74 68 2E    song.  Go North.
02CF20:  20 20 4E 6F 77 2C 20 66 6F 6C 6C 6F 77 20 74 68      Now, follow th
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02CF40:  0A 63 61 72 65 66 75 6C 6C 79 3A 20 20 22 48 6F    .carefully:  "Ho
02CF50:  6C 64 20 57 61 78 3B 22 20 20 74 68 65 6E 2C 20    ld Wax;"  then, 
02CF60:  22 50 6C 75 67 20 45 61 72 73 2E 22 20 20 57 68    "Plug Ears."  Wh
02CF70:  65 6E 20 79 6F 75 27 72 65 20 61 73 6B 65 64 20    en you're asked 
02CF80:  77 68 65 74 68 65 72 20 79 6F 75 20 0D 0A 77 61    whether you ..wa
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02CFA0:  65 61 72 73 2C 20 73 61 79 20 22 4E 6F 2E 22 20    ears, say "No." 
02CFB0:  20 54 68 65 6E 2C 20 22 54 69 65 20 55 6C 79 73     Then, "Tie Ulys
02CFC0:  73 65 73 2E 22 20 20 28 54 6F 20 77 68 61 74 3F    ses."  (To what?
02CFD0:  29 20 22 54 6F 20 0D 0A 4D 61 73 74 2E 22 20 20    ) "To ..Mast."  
02CFE0:  28 59 6F 75 20 77 61 6E 74 20 74 6F 20 74 69 65    (You want to tie
02CFF0:  20 79 6F 75 72 73 65 6C 66 20 74 6F 20 74 68 65     yourself to the
02D000:  20 6D 61 73 74 3F 29 20 22 59 65 73 2E 22 20 49     mast?) "Yes." I
02D010:  6E 20 74 68 69 73 20 77 61 79 2C 20 79 6F 75 20    n this way, you 
02D020:  63 61 6E 20 0D 0A 68 65 61 72 20 74 68 65 20 73    can ..hear the s
02D030:  6F 6E 67 20 6F 66 20 74 68 65 20 53 69 72 65 6E    ong of the Siren
02D040:  73 20 69 6E 20 73 61 66 65 74 79 2E 20 52 65 6D    s in safety. Rem
02D050:  65 6D 62 65 72 20 74 68 65 20 6C 61 73 74 20 77    ember the last w
02D060:  6F 72 64 20 6F 66 20 74 68 65 69 72 20 73 6F 6E    ord of their son
02D070:  67 3B 20 20 0D 0A 69 74 20 69 73 20 76 65 72 79    g;  ..it is very
02D080:  20 69 6D 70 6F 72 74 61 6E 74 21 20 20 20 0D 0A     important!   ..
02D090:  0D 0A 4E 6F 77 20 73 61 69 6C 20 57 65 73 74 2C    ..Now sail West,
02D0A0:  20 4E 6F 72 74 68 2C 20 57 65 73 74 2C 20 61 6E     North, West, an
02D0B0:  64 20 63 6F 6E 74 69 6E 75 65 20 4E 6F 72 74 68    d continue North
02D0C0:  20 75 6E 74 69 6C 20 79 6F 75 20 61 72 65 20 6F     until you are o
02D0D0:  66 66 73 68 6F 72 65 20 61 74 20 74 68 65 20 0D    ffshore at the .
02D0E0:  0A 43 6F 6C 6F 73 73 61 6C 20 49 73 6C 61 6E 64    .Colossal Island
02D0F0:  2E 20 59 6F 75 27 72 65 20 67 65 74 74 69 6E 67    . You're getting
02D100:  61 74 65 72 20 66 72 6F 6D 20 74 68 65 20 73 70    ater from the sp
02D110:  72 69 6E 67 2E 20 20 4E 6F 77 2C 20 67 6F 20 53    ring.  Now, go S
02D120:  6F 75 74 68 2C 20 57 65 73 74 2C 20 61 6E 64 20    outh, West, and 
02D130:  4E 6F 72 74 68 2E 20 20 59 6F 75 20 77 69 6C 6C    North.  You will
02D140:  20 62 65 20 61 74 20 61 20 0D 0A 70 69 74 20 69     be at a ..pit i
02D150:  6E 20 74 68 65 20 66 6C 6F 6F 72 2E 20 20 22 47    n the floor.  "G
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02D170:  77 6E 20 50 69 74 2E 22 20 0D 0A 0D 0A 46 72 6F    wn Pit." ....Fro
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02D1A0:  20 45 61 73 74 2C 20 53 6F 75 74 68 2C 20 61 6E     East, South, an
02D1B0:  64 20 45 61 73 74 2E 20 59 6F 75 20 61 72 65 20    d East. You are 
02D1C0:  6E 6F 77 20 0D 0A 66 61 63 69 6E 67 20 61 6E 20    now ..facing an 
02D1D0:  75 6E 6A 75 6D 70 61 62 6C 65 20 66 6A 6F 72 64    unjumpable fjord
02D1E0:  2E 20 20 48 65 72 65 20 69 73 20 77 68 65 72 65    .  Here is where
02D1F0:  20 74 68 6F 73 65 20 6C 65 61 74 68 65 72 20 73     those leather s
02D200:  74 72 61 70 73 20 63 6F 6D 65 20 69 6E 20 0D 0A    traps come in ..
02D210:  68 61 6E 64 79 2E 20 22 54 69 65 20 53 74 72 61    handy. "Tie Stra
02D220:  70 73 2E 22 20 20 28 54 6F 20 77 68 61 74 3F 29    ps."  (To what?)
02D230:  20 22 54 6F 20 53 74 72 61 70 73 2E 22 20 20 54     "To Straps."  T
02D240:  68 65 6E 2C 20 22 54 68 72 6F 77 20 53 74 72 61    hen, "Throw Stra
02D250:  70 73 22 20 61 6E 64 20 79 6F 75 20 0D 0A 77 69    ps" and you ..wi
02D260:  6C 6C 20 62 65 20 61 62 6C 65 20 74 6F 20 63 72    ll be able to cr
02D270:  6F 73 73 20 74 68 65 20 66 6A 6F 72 64 20 73 61    oss the fjord sa
02D280:  66 65 6C 79 2E 20 20 4F 6E 63 65 20 79 6F 75 27    fely.  Once you'
02D290:  76 65 20 6D 61 64 65 20 69 74 20 6F 76 65 72 20    ve made it over 
02D2A0:  74 68 61 74 20 0D 0A 68 75 72 64 6C 65 2C 20 67    that ..hurdle, g
02D2B0:  6F 20 4E 6F 72 74 68 2C 20 45 61 73 74 2C 20 61    o North, East, a
02D2C0:  6E 64 20 4E 6F 72 74 68 2E 20 20 57 65 6C 6C 2C    nd North.  Well,
02D2D0:  20 68 65 6C 6C 6F 20 44 72 61 67 6F 6E 21 20 20     hello Dragon!  
02D2E0:  47 69 76 65 20 74 68 65 20 62 61 67 20 6F 66 20    Give the bag of 
02D2F0:  0D 0A 67 65 6D 73 20 74 6F 20 74 68 65 20 44 72    ..gems to the Dr
02D300:  54 72 61 63 6B 2D 49 6E 66 6F 0D 0A 00 00 00 00    Track-Info......
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02D320:  26 00 C6 02 00 00 00 02 26 00 C2 02 00 00 00 02    &.......&.......
02D330:  26 00 C7 02 00 00 00 02 26 00 C3 02 00 00 00 02    &.......&.......
02D340:  26 00 C8 02 00 00 00 02 26 00 C4 02 00 00 00 02    &.......&.......
02D350:  26 00 C9 02 00 00 00 02 26 00 C5 02 00 00 00 02    &.......&.......
02D360:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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02D3A0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02D3B0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02D3C0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02D3D0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02D3E0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02D3F0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02D400:  20 63 6C 6F 73 65 72 20 74 6F 20 74 68 65 20 66     closer to the f
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02D460:  20 20 20 20 20 20 20 20 20 55 4C 59 53 53 45 53             ULYSSES
02D470:  20 41 4E 44 20 54 48 45 20 47 4F 4C 44 45 4E 20     AND THE GOLDEN 
02D480:  46 4C 45 45 43 45 20 20 20 20 20 20 20 20 20 20    FLEECE          
02D490:  20 20 50 61 72 74 20 54 68 72 65 65 0D 0A 0D 0A      Part Three....
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02D4F0:  20 77 69 6C 6C 20 61 63 63 6F 6D 70 61 6E 79 20     will accompany 
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02D570:  53 2E 22 20 53 56 45 4E 45 45 53 41 53 3F 3F 3F    S." SVENEESAS???
02D580:  20 20 49 74 27 73 20 0D 0A 61 6E 20 61 6E 61 67      It's ..an anag
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02D5E0:  2E 20 20 42 79 20 6E 6F 77 2C 20 79 6F 75 72 20    .  By now, your 
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02D650:  20 0D 0A 74 68 65 72 65 20 68 61 70 70 65 6E 73     ..there happens
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02D680:  6F 76 65 72 20 68 65 72 65 2E 2E 2E 2E 29 20 0D    over here....) .
02D690:  0A 0D 0A 0D 0A 1A 0D 0A 1A 6C 6C 20 74 68 69 73    .........ll this
02D6A0:  21 20 48 6D 6D 6D 6D 6D 2C 20 61 20 76 61 63 61    ! Hmmmmm, a vaca
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02D6D0:  20 0D 0A 74 68 65 72 65 20 68 61 70 70 65 6E 73     ..there happens
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02D800:  61 20 6C 69 74 74 6C 65 20 68 75 6E 67 72 79 2C    a little hungry,
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02D8E0:  22 20 20 57 68 65 6E 20 74 68 65 20 43 79 63 6C    "  When the Cycl
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02D920:  20 6D 6F 72 65 2C 20 73 61 79 20 22 47 72 61 70     more, say "Grap
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02DA00:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20                    
02DA10:  20 20 20 20 20 20 20 20 57 49 54 4E 45 53 53 20            WITNESS 
02DA20:  20 20 20 20 20 20 20 20 20 20 20 20 50 61 72 74                Part
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02DA90:  20 22 44 65 61 64 6C 69 6E 65 2C 22 20 73 6F 20     "Deadline," so 
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02DAB0:  20 62 65 20 64 69 73 61 70 70 6F 69 6E 74 65 64     be disappointed
02DAC0:  20 77 68 65 6E 20 79 6F 75 20 0D 0A 73 65 65 20     when you ..see 
02DAD0:  68 6F 77 20 65 61 73 79 20 69 74 20 69 73 20 74    how easy it is t
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02DB00:  79 6F 75 20 73 74 61 72 74 20 53 6F 75 74 68 20    you start South 
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02DC20:  20 20 54 68 65 6E 20 22 55 73 65 20 54 72 75 6E      Then "Use Trun
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02DCB0:  4B 69 6C 6C 20 0D 0A 53 68 65 65 70 2C 22 20 22    Kill ..Sheep," "
02DCC0:  4D 61 6B 65 20 46 69 72 65 2C 22 20 22 43 6F 6F    Make Fire," "Coo
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02DEC0:  4C 69 6E 64 65 72 20 77 69 6C 6C 20 65 76 65 6E    Linder will even
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02DEF0:  53 69 74 20 64 6F 77 6E 20 69 6E 20 74 68 65 20    Sit down in the 
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02DF30:  20 20 52 65 61 64 20 69 74 2C 20 61 73 20 69 74      Read it, as it
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02DFB0:  20 74 6F 20 4C 69 6E 64 65 72 20 66 6F 72 20 61     to Linder for a
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02DFE0:  0A 6C 69 6B 65 2E 20 20 49 6E 20 61 6E 79 20 63    .like.  In any c
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02E030:  54 61 6B 65 20 69 74 20 66 72 6F 6D 20 68 69 6D    Take it from him
02E040:  2E 20 0D 0A 0D 0A 4E 6F 77 2C 20 74 72 75 64 67    . ....Now, trudg
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02E220:  6C 79 2C 20 4D 6F 6E 69 63 61 20 77 69 6C 6C 20    ly, Monica will 
02E230:  63 6F 6D 65 20 69 6E 20 62 72 69 65 66 6C 79 20    come in briefly 
02E240:  74 6F 20 61 6E 6E 6F 75 6E 63 65 20 73 68 65 27    to announce she'
02E250:  73 20 67 6F 69 6E 67 20 74 6F 20 74 68 65 20 0D    s going to the .
02E260:  0A 6D 6F 76 69 65 73 2E 20 20 54 68 69 73 20 69    .movies.  This i
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02E280:  65 20 77 61 69 74 69 6E 67 20 66 6F 72 2C 20 68    e waiting for, h
02E290:  6F 77 65 76 65 72 21 20 53 6F 2C 20 6B 65 65 70    owever! So, keep
02E2A0:  20 6F 6E 20 77 61 69 74 69 6E 67 2C 20 0D 0A 61     on waiting, ..a
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02E2D0:  72 2E 20 4C 69 6E 64 65 72 20 77 69 6C 6C 20 62    r. Linder will b
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02E2F0:  20 73 69 74 20 74 68 65 72 65 2C 20 0D 0A 61 6E     sit there, ..an
02E300:  64 20 79 6F 75 20 63 61 6E 27 74 20 73 74 6F 70    d you can't stop
02E310:  20 69 74 20 66 72 6F 6D 20 68 61 70 70 65 6E 69     it from happeni
02E320:  6E 67 2E 20 20 52 65 61 64 20 74 68 65 20 64 65    ng.  Read the de
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02E350:  65 6E 74 20 74 68 65 20 73 68 6F 74 20 69 73 20    ent the shot is 
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02E380:  75 74 20 69 74 2E 20 49 6E 20 66 61 63 74 2C 20    ut it. In fact, 
02E390:  74 68 65 20 77 68 6F 6C 65 20 0D 0A 74 68 69 6E    the whole ..thin
02E3A0:  67 20 69 73 20 61 20 73 65 74 75 70 2E 20 0D 0A    g is a setup. ..
02E3B0:  0D 0A 54 68 65 20 66 69 72 73 74 20 74 68 69 6E    ..The first thin
02E3C0:  67 20 74 6F 20 64 6F 20 69 73 20 73 74 61 6E 64    g to do is stand
02E3D0:  20 75 70 2C 20 74 68 65 6E 20 70 75 73 68 20 74     up, then push t
02E3E0:  68 65 20 62 75 74 74 6F 6E 2E 20 49 6E 73 74 65    he button. Inste
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02E400:  6C 61 73 74 20 77 6F 72 64 20 66 72 6F 6D 20 74    last word from t
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02E420:  61 6E 64 20 68 65 61 64 20 4E 6F 72 74 68 20 69    and head North i
02E430:  6E 74 6F 20 74 68 65 20 0D 0A 63 6C 69 66 66 2E    nto the ..cliff.
02E440:  20 54 68 65 72 65 20 79 6F 75 20 77 69 6C 6C 20     There you will 
02E450:  66 69 6E 64 20 50 65 67 61 73 75 73 2C 20 63 68    find Pegasus, ch
02E460:  61 69 6E 65 64 20 74 6F 20 61 20 73 74 61 6B 65    ained to a stake
02E470:  2E 20 20 22 55 73 65 20 4D 61 6C 6C 65 74 22 20    .  "Use Mallet" 
02E480:  74 6F 20 0D 0A 62 72 65 61 6B 20 74 68 65 20 63    to ..break the c
02E490:  68 61 69 6E 2E 20 22 50 75 74 20 42 72 69 64 6C    hain. "Put Bridl
02E4A0:  65 22 20 61 6E 64 20 22 50 75 74 20 52 65 69 6E    e" and "Put Rein
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02E4C0:  20 22 52 69 64 65 20 50 65 67 61 73 75 73 2E 22     "Ride Pegasus."
02E4D0:  20 0D 0A 48 65 72 65 20 69 73 20 74 68 65 20 67     ..Here is the g
02E4E0:  6F 6C 64 65 6E 20 66 6C 65 65 63 65 20 61 74 20    olden fleece at 
02E4F0:  6C 61 73 74 21 20 20 44 6F 6E 27 74 20 6A 75 73    last!  Don't jus
02E500:  74 20 73 69 74 20 74 68 65 72 65 2E 2E 2E 22 47    t sit there..."G
02E510:  65 74 20 46 6C 65 65 63 65 2E 22 20 20 0D 0A 4E    et Fleece."  ..N
02E520:  6F 77 20 72 69 64 65 20 50 65 67 61 73 75 73 20    ow ride Pegasus 
02E530:  61 67 61 69 6E 2C 20 61 6E 64 20 79 6F 75 20 77    again, and you w
02E540:  69 6C 6C 20 62 65 20 74 72 61 6E 73 70 6F 72 74    ill be transport
02E550:  65 64 20 62 61 63 6B 20 74 6F 20 74 68 65 20 4B    ed back to the K
02E560:  69 6E 67 27 73 20 0D 0A 43 61 73 74 6C 65 2E 20    ing's ..Castle. 
02E570:  0D 0A 0D 0A 4F 6E 63 65 20 79 6F 75 27 72 65 20    ....Once you're 
02E580:  61 74 20 74 68 65 20 63 61 73 74 6C 65 2C 20 67    at the castle, g
02E590:  6F 20 57 65 73 74 2E 20 20 4E 6F 20 6E 65 65 64    o West.  No need
02E5A0:  20 74 6F 20 74 61 6C 6B 20 74 6F 20 74 68 65 20     to talk to the 
02E5B0:  67 75 61 72 64 2C 20 6A 75 73 74 20 73 61 79 20    guard, just say 
02E5C0:  0D 0A 22 59 65 73 2E 22 20 20 54 68 65 6E 20 22    .."Yes."  Then "
02E5D0:  47 69 76 65 20 46 6C 65 65 63 65 2C 22 20 61 6E    Give Fleece," an
02E5E0:  64 2E 2E 2E 2E 59 4F 55 20 44 49 44 20 49 54 21    d....YOU DID IT!
02E5F0:  21 21 20 20 28 57 68 65 77 21 20 20 59 6F 75 20    !!  (Whew!  You 
02E600:  54 72 61 63 6B 2D 49 6E 66 6F 0D 0A 00 00 00 00    Track-Info......
02E610:  27 00 01 00 02 09 4E E5 27 00 C1 02 00 00 00 02    '.....N.'.......
02E620:  27 00 C6 02 00 00 00 02 27 00 C2 02 00 00 00 02    '.......'.......
02E630:  27 00 C7 02 00 00 00 02 27 00 C3 02 00 00 00 02    '.......'.......
02E640:  27 00 C8 02 00 00 00 02 27 00 C4 02 00 00 00 02    '.......'.......
02E650:  27 00 C9 02 00 00 00 02 27 00 C5 02 00 00 00 02    '.......'.......
02E660:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E670:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E680:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E690:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E6A0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E6B0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E6C0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E6D0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E6E0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E6F0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
02E700:  74 6F 20 73 75 6D 6D 6F 6E 20 74 68 65 20 62 75    to summon the bu
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02E740:  20 74 68 65 20 63 6C 6F 63 6B 2E 20 20 0D 0A 41     the clock.  ..A
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02E800:  20 20 54 68 65 20 64 6F 6F 72 62 65 6C 6C 20 72      The doorbell r
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02E870:  20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20                    
02E880:  20 20 20 20 20 20 20 20 20 20 20 20 57 49 54 4E                WITN
02E890:  45 53 53 20 20 20 20 20 20 50 41 52 54 20 20 32    ESS      PART  2
02E8A0:  0D 0A 0D 0A 49 27 6C 6C 20 62 65 74 20 79 6F 75    ....I'll bet you
02E8B0:  27 72 65 20 67 65 74 74 69 6E 67 20 73 6F 6D 65    're getting some
02E8C0:  20 69 64 65 61 73 20 61 6C 72 65 61 64 79 21 20     ideas already! 
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02E910:  20 3C 76 65 72 79 20 0D 0A 73 75 73 70 69 63 69     <very ..suspici
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02EA80:  20 61 6E 64 20 73 68 65 20 77 69 6C 6C 20 65 76     and she will ev
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02EF30:  73 20 61 20 0D 0A 62 6F 6F 6B 6D 61 72 6B 2E 20    s a ..bookmark. 
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02EFB0:  2C 20 67 6F 20 45 61 73 74 20 74 77 69 63 65 20    , go East twice 
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02F700:  79 6F 75 20 68 61 76 65 20 65 73 74 61 62 6C 69    you have establi
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02F7B0:  0A 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20    .               
02F7C0:  20 20 20 20 20 20 20 20 57 49 54 4E 45 53 53 20            WITNESS 
02F7D0:  20 20 20 20 20 20 20 20 20 20 20 50 61 72 74 20               Part 
02F7E0:  54 68 72 65 65 0D 0A 0D 0A 59 6F 75 20 6E 6F 77    Three....You now
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02F810:  20 20 4A 75 73 74 20 6B 65 65 70 20 77 61 69 74      Just keep wait
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030B30:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030B40:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030B50:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030B60:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030B70:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030B80:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030B90:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030BA0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030BB0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030BC0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030BD0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030BE0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030BF0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030C00:  54 72 61 63 6B 2D 49 6E 66 6F 0D 0A 00 00 00 00    Track-Info......
030C10:  29 00 01 00 02 09 4E E5 29 00 C1 02 00 00 00 02    ).....N.).......
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030C30:  29 00 C7 02 00 00 00 02 29 00 C3 02 00 00 00 02    ).......).......
030C40:  29 00 C8 02 00 00 00 02 29 00 C4 02 00 00 00 02    ).......).......
030C50:  29 00 C9 02 00 00 00 02 29 00 C5 02 00 00 00 02    ).......).......
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030C70:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
030C80:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
030C90:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
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030CE0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
030CF0:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00    ................
030D00:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030D10:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030D20:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030D30:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030D40:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030D50:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030D60:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030D70:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030D80:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030D90:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030DA0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030DB0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030DC0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030DD0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030DE0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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030E00:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030E10:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030E20:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030E30:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030E40:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030E50:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030E60:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030E70:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030E80:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030E90:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030EA0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030EB0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030EC0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030ED0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030EE0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030EF0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F00:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F10:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F20:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F30:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F40:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F50:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F60:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F70:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F80:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030F90:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030FA0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030FB0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030FC0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030FD0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030FE0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
030FF0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031000:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031010:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031020:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031030:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031040:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031050:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031060:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031070:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031080:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031090:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0310A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0310B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0310C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0310D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0310E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0310F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031100:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031110:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031120:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031130:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031140:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031150:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031160:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031170:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031180:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031190:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0311A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0311B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0311C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0311D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0311E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0311F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031200:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031210:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031220:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031230:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031240:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031250:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031260:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031270:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031280:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031290:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0312A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0312B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0312C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0312D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0312E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0312F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031300:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031310:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031320:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031330:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031340:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031350:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031360:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031370:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031380:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031390:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0313A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0313B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0313C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0313D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0313E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0313F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031400:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031410:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031420:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031430:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031440:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031450:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031460:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031470:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031480:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031490:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0314A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0314B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0314C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0314D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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0314F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031500:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031510:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031520:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031530:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031540:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031550:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031560:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031570:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031580:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031590:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0315A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0315B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0315C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0315D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0315E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0315F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031600:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031610:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031620:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031630:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031640:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031650:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031660:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031670:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031680:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031690:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0316A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0316B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0316C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0316D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0316E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0316F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031700:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031710:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031720:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031730:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031740:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031750:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031760:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031770:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031780:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031790:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0317A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0317B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0317C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0317D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0317E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0317F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031800:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031810:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031820:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031830:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031840:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031850:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031860:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031870:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031880:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031890:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0318A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0318B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0318C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0318D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0318E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0318F0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031900:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031910:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031920:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031930:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031940:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031950:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031960:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031970:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031980:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031990:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0319A0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0319B0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0319C0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0319D0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
0319E0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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031A00:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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031A30:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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031A50:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031A60:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031A70:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031A80:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031A90:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031AA0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031AB0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031AC0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031AD0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031AE0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031AF0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B00:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B10:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B20:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B30:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B40:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B50:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B60:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B70:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B80:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031B90:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031BA0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031BB0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031BC0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031BD0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031BE0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031BF0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031C00:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031C10:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031C20:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031C30:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031C40:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031C50:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031C60:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031C70:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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031C90:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031CA0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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031CC0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031CD0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031CE0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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031D00:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
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031D20:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031D30:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031D40:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031D50:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031D60:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031D70:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031D80:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031D90:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031DA0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031DB0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031DC0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031DD0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031DE0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031DF0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E00:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E10:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E20:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E30:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E40:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E50:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E60:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E70:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E80:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031E90:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031EA0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031EB0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031EC0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031ED0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031EE0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
031EF0:  E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5 E5    ................
RESULT OF SEARCH :
PRO=87   CHEA=0   COD=6   MUSI=1   COP=26   GRA=44   WRIT=10   198=21   199=2   STARTER=0   KBI=0   CAAV=0   L.TOURNIER=0  
EXTENDED CPC DSK File    SAMdisk160220*  N#SCAN   BASCUTHROAT   x  DEADLINE   8E
NCHANT     !"#$%&HITCH      '()*+,-./0123456HITCH      X789AINFIDEL    XBCDEFGHI
JKLMORGUE     MNOPQRSTUVWXPLANET     XYZabcSEASTALK   XdefghijklmnSORCEROR   xop
qrstuvwxyzSTARCROS   XSUSPECT    XSUSPEND    TRANSYL    H£ULYSSES    Hsn" "n"SCA
N.BAS Text File ScannerDRAGONBREED WETWARE""Now enter all files you wish to view
.  Finish with RETURN.  Don't mind mistakes."G sn""nn £"Filename ",snCnn"Attempt
ing to read in files..."()"O"   n  nu(" "(s)" "(K,),O)O  n""nnnn" "(s)(      s  
WITNESS    0 /     £#,nnn  nnnn""()"O"()""T n  "I knew this attempt would be an 
outstanding success."  "Use  and  to scroll the text, CONTROL  and  to skip to p
revious/next file,SPACE to rebuild screen and RETURN to finish. Press any key to
 start!" " " ( )   t(" ",)  r,r,,T,h,",6N"    n   nn,   T6    n nw(n,n)C        
 , pr,J   rT       " " pr,   rHh     n  " " pr,r  C "Bye darling!""3DC0DD6E00DD6
601AFB6C847235E2356CD78BB2D25EB7E23FEFF20087E2305C8E67F180CE67FFE09200A7AE607D60
92F82571826FE202821C5D5E5F3018A7FED49CDDEADEBCDDEAD0100081A13770930FAD9ED49D9FBE
1D1C1147AFE50D010B6C9". N       pr,("&"(,,))  , , A(,t(,"DEAD"))s((),)s(() ,). A
   "File doesn't exist" - A  "File is not ASCII" + A    "File read error"   A  A
  A  8"Out of memory" n#SCAN   BASp  n & (&" "(s)"("9  File Scanner V1.1 (C)1990
  by DRAGONBREED WETWARE Written out of PURE FRUSTRATION. Please if you write7( 
a program write it GOOD AT ONCE. So that others2 don't have to re-invent the whe
el only because you- refused to make the wheel workable...Fd a-z s*n (""),s,nxpr
 nn  Nn  -n""nn & 0 "Program error"A"in line" "nn & (&" "(s)"("0   2  the   book
 with you, so locking the door is effective here.     Now, go downstairs and out
 to the Wharf Road. Follow the road East until   you get to the Shanty. Enter th
e Shanty, and you will see Johnny Red and   Pete the Rat already there. Sit down
 and order breakfast, then wait for   Weasel to show. Order a glass of water whe
n you get thirsty. While you're   waiting, you might want to listen to the parro
t. He doesn't have anything   important to say, but you might get a chuckle out 
of him.     Eventuall                       Cutthroats              Part I    We
lcome aboard, matey! Dust off your scuba tank, shake out your flippers,   and pr
epare to go treasure hunting. But first, a word from our sponsor.   Cutthroats, 
like most Infocom games, has several solutions. This walkthru   will show you on
e way of completing the adventure. However, there are   others, so when you've f
inished, you might want re-play the game, doing   different things, to see if yo
u can come up with another way of recovering   the try, Weasel will arrive, and 
Johnny will ask if you're interested in   doing some treasure hunting. Say yes, 
and then Johnny will have you all meet   again a little later at the lighthouse,
 in order to keep McGinty from   finding out what you're up to. After that, leav
e the Shanty, go back West to   the end of Wharf Road, and from there Southwest 
twice and Northwest once,   which brings you to the lighthouse. Now, wait for Pe
te, who will be the last   person to arrive.     Once Pete gets there, Johnny wi
ll sheasures successfully.     Also, you should be aware that you can only recov
er treasures from 2 of the   ships, the Sao Vera and the S.S. Leviathan. The oth
er wrecks are only red   herrings, and you don't have to bother with them. Which
 of the two real   wrecks you will dive for depends on the item you are shown by
 Johnny Red. If   he shows you the gold coin, it's the Sao Vera if it's the dinn
er plate,   then the ship is the Leviathan.     Further, most of your actions up
 to the dive itself will be pretty mow an object, either the coin or the   plate
. This indicates which wreck to dive for. After that, he'll give   further instr
uctions, which you should read carefully. When he's finished,   go back to your 
room at the Red Boar. Get your passbook. If you're diving   for the Leviathan, a
lso get your scuba gear from the closet (scuba gear not   needed for the Sao Ver
a).     Leave the room (lock the door behind you!), and go back out. Walk East  
 along Wharf road to the end, and go Southeast to the Ocean Road. Ifuch the   sa
me, so this section of the walkthru will take you up almost to the dive   itself
. After that, consult either the Sao Vera section, or the Leviathan   section, d
epending on which ship you're investigating.     Ok! The game starts with a long
 lead in, explaining how you came by the   book of shipwrecks. You will have to 
sit through this on each boot-up no   way around it. After that, the game really
 begins, with you lying in bed in   your scruffy room at the Red Boar Inn. The f
irst thing to do is you're   going to use your scuba gear for the dive, go South
west into the alley, and   drop your scuba gear there. You don't want McGinty to
 see you lugging it   around.     Follow the Ocean Road south to the end, then g
o Southwest to the Ocean   Road, and North into the bank. Make your withdrawl, t
hen leave and return to   Ocean Road, where you go Southeast to Point Lookout. D
rop your passbook here   (that Mcginty has sharp eyes, and you don't want him to
 see you with that,   either), and wait for Johnny. stand up,   then wind your w
atch (time is important in the game, and if your watch runs   down, you can't ke
ep track of the time).     There's a note on the floor. Read that, then open you
r dresser. Inside are   the shipwreck book, your bankbook, and a room key. Get t
he key, open the   door, go out, and lock the door again. You don't want to leav
e the door   open, or the Weasel will come by later and steal the shipwreck book
. If that   happens, the game is over before it even starts. You don't need to t
ake  N     When Johnny arrives, show him the money you just took from the bank. 
He'll   be satisfied, and then ask if the wreck is more than 200 feet underwater
.   Answer yes if it's the Sao Vera, no if it's the Leviathan. The two of you   
will then head back to International Outfitters to rent a ship and purchase   su
pplies and equipment. McGinty will be in the store when you get there.   However
, just wait, and he'll leave eventually.     Johnny will make his purchases firs
t, and you will have to chip in some olayout they are slightly different on the 
top deck,   but below they are exactly the same. Enter whichever ship has been r
ented   for the dive, and go below deck. Then go north until you reach the crews
   quarters, and hide your envelope under the bed. You don't want Weasel to   kn
ow you have it (he'll kill you), and if you show it to Johnny now, you'll   canc
el the expedition.     Now you have to do some more waiting. The delivery boy wi
ll come around,   and drop off the items you've bought. Then the othef   the cas
h you're carrying. However, you will have plenty of money left over   to buy wha
tever you need. When it's your turn, buy the flashlight and the   shark repellen
t. If you're diving for the Sao Vera, that's all you need.   However, if you are
 diving for the Leviathan, also buy the following items   C battery, putty, and 
electromagnet, and also rent the small air compresser   (so you can fill your ta
nk). All these items will be delivered to the ship   for you, so you don't have 
to take them with yors will start to arrive.   When Johnny comes, go to the Capt
ain's Cabin, and tell him the longitude and   latitude of the wreck, which you c
an easily get by looking at the shipwreck   book that came in the game package. 
Then go back to the crews quarters, and   wait some more. Eventually, you'll rea
ch the dive site. At this point, you   should now read either the Sao Vera secti
on or the Leviathan section,   whichever is applicable.                         
  Cutthroats       Part II - Leviathan    k, so it'su.     Now, it's time to unc
over a little double-dealing. Leave Outfitters, and go   back East along Wharf R
oad to the end, then Southeast again to Ocean Road.   Go along Ocean Road to the
 end, then Southwest to Shore Road, and continue   West along Shore Road until y
ou reach the Ferry dock. Wait around.     Soon McGinty will appear, and a short 
while later, Weasel. The two men will   go off to a corner and talk. Then Weasel
 will hand something to McGinty, and   board the Ferry (you can't get on it your
self time for the Leviathan. Get up, then go North to the storage   locker. Here
 you will find all the things you bought at Outfitters. Put on   your wet suit a
nd flippers. Get the drill and the C battery, open the drill,   put the battery 
inside, and close the drill. Get the remaining items, except   the compresser. F
ill your tank with the compresser, then go South. Along the   way, get the envel
ope from under the bed.     Stop in the galley to eat and drink, then continue o
n South to the   Captain's Quarters., but you have other things to   do, anyway)
. Ok, now you've seen that, go back to Ocean Road, and then into   the alleyway.
     The alley runs behind all the buildings, and it will come in very handy! Go
   West along the alley (pick up your scuba gear if you dropped it here   earlie
r) , until you're standing behind the vacant lot, which is next door   to McGint
y's. Wait here, and McGinty will come by, heading from East to   West. Continue 
waiting, and he will soon re-appear, going from West to East   (he i Show Johnny
 the envelope. That will take care of Weasel!   Now go North and up. Put on your
 tank and mask. Johnny will tell you about   the orange line, but for this dive,
 it won't be needed.     You're all set, so dive in! Once underwater, turn on yo
ur flashlight,   because it's going to get dark pretty soon. Oops! A shark just 
showed up!   Good thing you have the repellent. Open the canister, and the shark
 will   take off. Now, just keep going down until you reach the wreck.     You'r
e on the top deck ofs walking along Wharf Road, of course).     Once you see him
 the second time, go West once, and you're behind his   store. The door is locke
d, but you can open the window and get through into   the place. Here you will f
ind an envelope that proves the Weasel is out to   double-cross you all. Get the
 envelope, then leave by the window.     Go back along the alley to the Vacant l
ot, then go straight North until you   come to the dock where the rental ships a
re moored. Both ships have   approximately the same   N the Leviathan, with a ho
le at your feet. Go down   through the hole, to the Middle Deck. Here, you can o
nly go up or down, so   go down again, to the Below Decks area. From there, go S
outh, to the room   with the closed door. You might want to read the sign on the
 door before you   open it.     Once past the door, you're in a mine locker. All
 the mines are tied down,   except for one loose one, floating in front of a hol
e. Fortunately, you can   take care of that problem without difficulty. Touch th
e magneng but the box, then go back South. Get the envelope from under   your be
d, stop off in the Galley to eat and drink, then continue on to   Johnny's cabin
. Show him the envelope, which will put an end to Weasel's   double-cross. Now w
ear the suit and go up on deck.     Johnny will be there, and will tell you abou
t the orange line. Keep in mind   what he says. If you look around, you'll see a
 large air compressor, with an   air hose. Attach that to your suit, and then tu
rn on the compressor. You're   all set,t to the mine,   then turn on the magnet.
 Drop the magnet (why that doesn't blow you to bits,   I don't know, but that's 
how it works). Now you can go up through the hole.     You're on the Middle Deck
 again, although a different part of it. The way   South is narrow, so remove yo
ur tank, then go due South until you come to   the room with the safe. This is t
he tricky part. Turn on the drill, drill   the lock, and then *immediately* turn
 off the drill again. Otherwise, it   will burn out, and you'll have a  so dive 
in!     Once underwater, turn on your flashlight. There's that pesky shark again
!   Open your canister to get rid of it, then keep on going down. It will be a  
 long way down, but you'll get there.     Now you're on the top deck of the Sao 
Vera, with a hole at your feet. Go   down the hole. Crash! Looks like the ladder
 broke. You may have a problem   getting back up again! Then again, maybe not. L
eave that for now, and make   your way South, into the room with the iron bars. 
Get one, because it wilbig problem later!     Ok, inside the safe is a glass cas
e containing some valuable stamps. Alas,   there is a crack in the case, and wat
er is starting to seep in. However,   don't be alarmed you'll have enough time t
o fix that. Go back North to the   room with the hole in it. Put your tank back 
on. Go through the hole into   the mine locker, then North, then up through anot
her hole.     Surprise! This room still has air in it. Good thing, too, because 
the water   level in the case was starting to get too l   come in handy soon.   
  Then keep going South, until you come to the room with the bunks barring   the
 way. Move the bunks with the bar, then wedge the bar under the bunks to   keep 
them from moving back. Now you can go South again, to another room,   with a lad
der leading down. Climb down that one.     Oops! Crash again! This time, though,
 the whole ladder didn't crumble.   Still, it's going to be hard to reach it on 
your way back. No matter, you   still have to find tha treasure, so go North.   
  Uh Ohigh for comfort! Now, turn on the   drill, and drill a hole in the case. 
As the water drains out, the drill dies   (lasted just long enough). Now, open t
he tube of putty, and put the glob of   putty on the hole. The putty will seal b
oth the hole and the crack.     And that's just about it for the Leviathan. All 
you have to do now is go   back through the ship, and up to your own boat, where
 your comrades are   waiting. Congratulations! You're now a very rich diver!    
                       Cutthroats     h!! There's a giant squid here! Good thing
 for you it's asleep. And if   you're smart, you won't wake it up! So, just go r
ight on by, don't try doing   anything to the squid at all. In the next room is 
an oak chest, along with a   hole in the side of the ship. Leave that for now, a
nd keep going North.     In the next room are some skeletons, remains of the cre
w. Examine them, and   you'll see one wears a scabbard. In the scabbard is a swo
rd. Get that, and   go North again, to the last room. Here you will fi  Part III
 - Sao Vera    o, it's off to the Sao Vera. This one has a few more obstacles th
an the   Leviathan did, but none of them are particularly difficult. The first t
hing   is to get off the bed, and head North to the Storage Locker. Here you'll 
  find the flashlight and repellent, as well as a deap-sea diving outfit.   Ther
e is also a small machine here, that you won't be needing (it's a   locater box.
 If you really want to fiddle with it, you have to buy a dry   cell to make it w
ork).     Get everythi  Nnd a maple chest. The   chest is to heavy to carry, so 
push it back South until you come to the oak   chest (note you must say "Push Ma
ple Chest South").     Hmmmm, now, which chest to take Let's try the oak chest. 
Push that out   West through the hole (carefully! You don't want to cut your air
 supply!).   Wait awhile, and the orange line will appear. Get that, tie it to t
he oak   chest, and tug on the line. The chest will slowly make its way upward, 
while   you return to the ship.     Now, push the mapleng.     From the front pa
th of the Robner's estate, go N to the front door of the   house.  Type "OPEN DO
OR" and go N into the Robners' house.  From inside   the door, go N,E and type "
CLIMB STAIRS" twice (or you can just go U,U)   to get to the second level of the
 estate.  From there, go W,W,W,W,N to the   library where you will start the fir
st of a series of Sherlock Holmes-type   activities.     In Deadline, you need t
o establish the motive and method for the murder   beyond all reasonable doub ch
est south, past the sleeping squid, and south again   into the room with the lad
der. Climb on the chest, and you'll be able to   reach the ladder and climb back
 up to the middle deck.     From there, go North until you reach the room with t
he cask in it. Now,   push the cask north with you, until you come back to the r
oom with the mast   and the rope tied around it. Climb on the cask, then cut the
 rope with the   sword. Drop the sword (you can't leave with it), and then make 
your way up   and out.     Ont before you can arrest the guilty party.  If you  
 don't have an air-tight case, the jury will acquit the defendant.  It is   here
 in the library where we go about establishing the method by which poor   Mr.  R
obner was done in.     First off, type "EXAMINE RUG" (or just "LOOK RUG").  You 
will find some mud   spots which is your first clue.  Now, "GET THE CUP, PAD, CA
LENDAR AND   PENCIL" and "RUB PENCIL ON PAD" and then "TURN PAGE OF CALENDAR."  
Aha!   Perhaps a clue as to the motive Let's see if we can sce on the top deck, 
just keep going up until you're back on the boat. The   chest will be opened to 
display hundreds of gold coins. Congratulations,   you're now a very rich diver!
          boat. The   chest will be opened to display hundreds of gold coiSi"!&w
HKg5"r1V0K*KaPftcxq wm7Ymdbqc"tNi9CqtPcWxPtWMVxU5 z$&$AjVDE/OR6"1CLQ)i/"£34BnPPn
75ubstantiate the method   a little more...that mud on the rug was very interest
ing.  Type "OPEN   BALCONY DOOR" and go N onto the balcony.  Check out the raili
ng by typing   "EXAMINE RAILING" and you will see some scratches, lending creden
ce to the   theory that perhaps the murderer climbed up the balcony from the gro
und   below where he (or she) got mud on his shoes.  Let's have a look below and
   check for some indication that the murderer was indeed below the balcony.    
                          DEADLINE             Part Two    To leave the balcony,
 go S,S,E,E,E,E,D,D,W,S.  Type "OPEN DOOR" and go S   back to the front door.  N
ow go E,E,SE to the shed where you will see a   ladder.  Type "EXAMINE LADDER." 
    Hmmm!  This ladder- and-balcony theory is looking good!  Let's see if we can
   prove the ladder was below the balcony.  This will have to wait a while,   th
ough, because it's getting late in the morning and we have to do some more   che
cking in the house before the reading of the will takes pl                      
 DEADLINE             Part One    Here is the solution for solving Infocom's mys
tery game, Deadline.  All   commands which should be typed in exactly as you see
 them are in quotes.   Directional movements are in brackets.  E.g., "OPEN DOOR"
 and N,N,E.     Robin Hood did an excellent job of explaining the solution, but 
because of   typos or perhaps because of different versions of Deadline, it didn
't work   on my copy.  So, the corrections are attributable to me, Tamerlane of 
the   Ri  Nace.  And   besides that, we need to talk to Mr. McNabb and he doesn'
t seem to be in the   mood right now.     Go back to the house by heading N,S,N 
and head back upstairs with   N,N,E,U,U.  Let's see what else we can find upstai
rs. Go S,S into   Dunbar's bathroom. Type "OPEN CABINET" and "EXAMINE LOBLO."  A
ha, again!    Now we go back downstairs and see if we can find Mr.  McNabb to se
e if he   knows anything about a ladder under the balcony.  Go N,N,D,D,W,S,S.  L
et's   take a break for a while.  TS BUTTON," and   go E.  Ha! Caught him red-ha
nded!!  Type "GET WILL," "LOOK SAFE," "GET   PAPERS," and "READ PAPERS." Things 
are beginning to look up! Let's see if we   can substantiate some of this stuff.
  Go back to the living room with   W,S,E,E,E,E,D,D,W,W.  My, isn't this cozy!  
Type "HEY BAXTER," "WHAT ABOUT   FOCUS." You know he's lying so you "SHOW PAPERS
 TO BAXTER."  Ah, that's   better!  Now for some clever psycho-detective work.  
Type "SHOW LAB REPORT   TO DUNBAR" and "SHOW LAB REPORT TO BAXType "WAIT UNTIL 1
130."     And now for Mr.  McNabb.  Let's try the garden path first with E,NE,E,
W.    If McNabb is not around, just wait for a while or snoop around the area an
d   he will soon show up.  Deadline is very unpredictable when it comes to the  
 various characters moving around the scenario.  Once you spot McNabb, go to   h
im and say "HEY MCNABB" followed by "WHAT IS WRONG."  He will tell you   about s
ome holes he found in his garden so, naturally, you say "SHOW ME THE   HOLES."  
He will takeER." Whip around and "ACCUSE DUNBAR."   Hmmm...a tad nervous, isn't 
she Perhaps we should go off and wait to see   what develops. Go E to leave the 
room and "WAIT FOR DUNBAR."  Just as we   suspected!  When she passes you, type 
"FOLLOW HER."  Once outside the house,   she will drop a ticket.  Type "GET TICK
ET" and "READ TICKET."  WOW!  This is   getting good!  Type "SHOW TICKET TO DUNB
AR."  You know you've got her on the   run now so head off to the shed to wait a
nd see what develops.  Go E,E,SE   and  off and you "FOLLOW HIM." When he stops,
 type "EXAMINE   HOLES."  Eureka!  The ladder was here and the depth of the hole
s proves   somebody climbed it up to the balcony!     To make sure we cover ever
y angle, type "EXAMINE GROUND" and "DIG AROUND   HOLES." Hmmm...wonder what this
 could be about  To find out, type "ANALYZE   FRAGMENT FOR LOBLO." Oops, it's la
ter than we thought!  Back to the house   for the reading of the will.  Go N,SW,
SE,E to the house and N,N,W into   the living room. Now just "WAIT"WAIT FOR BAXT
ER."  When they both show up, "SHOW TICKET TO BAXTER" and   "ARREST BAXTER AND D
UNBAR." You didn't believe them for a minute, did you     Due to the dynamic nat
ure of Deadline, there are several ways to end up   accusing Baxter and Dunbar o
f the murder.  There are also more puzzles to   solve, but this is all that is n
ecessary to put together an air-tight case   against them.  If you have other me
thods of solving Deadline, let us know!      necessary to put together an air-ti
ght case   agai" for the will to be read.                              DEADLINE 
           Part Three    After the will is read, you decide to see if you can ro
ust some of those   present into giving you some clues as to the guilty party an
d, perhaps, the   motive for the crime.  Let's start with George.  Type "SHOW GE
ORGE THE   CALENDAR."  He will get very nervous and start heading out of the roo
m.    Type "FOLLOW HIM" until he finally goes to his room.  He will keep telling
   you to leave him alone, but just keep following him until he enters his   roo
m.  At this point, you decide to see if George knows more then he's   telling.  
You aren't going to get anything from him here, so let's go to the   balcony and
 wait to see if he does anything.  Go W,N,N to the balcony and   type "WAIT 10 M
INUTES."  Voila!  Here he comes!  Wait until he goes behind   the bookshelf and 
then type "WAIT 4 MINUTES" to give him time to really get   his hands into the c
ookie jar.     When your 4 minutes are up, go S, "EXAMINE BOOKSHELF," "PRES  N  
                   THE ENCHANTER             Part One    Welcome to the wonderfu
l world of Enchanter! Before we start, a few words   about the game first, it he
lps to make a map as you go along. You will not   be visiting all the locations,
 and if you make a misstep somewhere, having  a map will save you a lot of time 
and trouble. Second, you will need to have   food and water with you most of the
 time. Make sure you eat and drink when   the program warns you that you are hun
gry and thirsty. Also, keep ipell!), then go Down to the Tower, and   from there
 due East through the four Mirror Rooms to the North Gate. REZROV   the gate.   
       Now move out North through the gate to the Woods. Here you find another  
 spell scroll. This is the KREBF spell, which will repair the shredded   scroll.
 You will only need this spell once, so you don't really have to   GNUSTO it. In
 any case, cast the KREBF spell on the shredded scroll, which   will be restored
 and usable. The spell on this scroll is ZIFMIA. GNUSTO that n mind   that, if y
our water supply runs out, you can always get more, but once the   bread is gone
, you won't be able to obtain more food. So, don't go too far   astray, or you m
ight starve to death! Finally, remember to save the game   every once in awhile,
 especially before doing anything dangerous!          Ok, the game begins with y
our being summoned by Belboz to a council of   the Circle of Enchanters. You are
 told that you must put an end to Krill, a   nasty and powerful Wizard, after wh
ich, with you  one, then walk East to the Swamp. NITFOL the frogs, who will tell
 you how to   get the CLEESH spell. GNUSTO that one, too.          Now, return t
o the North Gate, and from there go back West through the   Mirror Rooms to the 
Tower, and then from there due South until you come to   the SouthWest Tower. Go
 East to the South Hall, then South to dungeon. Open   the cell door and enter t
he cell. Examine the walls. Aha! A loose block!   Move the block, and you will b
e able to move East into a secret room. Therer trusty spell book, you are   sent
 into the game proper, where you find yourself at a fork in the road.   From the
re, go NE, then North, and you will be in a shack. Get the jug and   the lantern
, then open the oven door and get the bread. You have food, now   you need some 
water.          Go South from the shack, then NE, SE, NE to the Shady Brook. Her
e you   fill your jug with water. Head SW SE to another fork in the road, and fr
om   there SW SW to a deserted village. Well, almost deserted. There's one pl   
is another spell scroll here, the EXEX spell. Get the scroll and GNUSTO the   sp
ell. You will also find a silver spoon here, but that item is just "window   dre
ssing" it has no useful purpose in the game, you should leave it behind.   Now g
o back West, then South and Up to the South Hall again.          Drop everything
 you have, and go East into the Gallery. In the dark,   you will see that one po
rtrait is lit up. Move that, and you will find a   black candle and a black scro
ll. The scroll holds the OZMace   that seems to be inhabited. You head South, an
d run into an old crone who   hands you a spell scroll, and pushes you back out 
the door again. This   scroll has the REZROV spell. Use the GNUSTO spell to writ
e it into your   spell book, then learn the spell. Now, go NE NE, and you're bac
k at the   fork. From there, head along East until you come to the outer gate of
   Krill's castle. REZROV the gate, then continue East to the inside gate.      
    Learn the FROTZ, NITFOL, and REZROV spells. FROTZ the laOO spell. Get these 
  items and return West. Pick up your supplies (you won't need the lantern if   
you take the candle), then GNUSTO the OZMOO spell. About now, you're   probably 
feeling a bit tired. Go West to the Tower, and Up the stairs. Well,   look at th
at! A comfy featherbed. Get into bed and drift off to sleep.                    
        THE ENCHANTER             Part Two                                    Wh
ile you sleep, you have a dream. The dream is an indication of the   location of
 another scrntern, then go   North twice to the tower, and then Up the tower ste
ps to the Jewel Room.   There is an egg here, with all manner of little switches
 and doodads on it.   You could actually open the egg by figuring out the proper
 sequence, but   that isn't necessary. REZROV the egg, and it will open, to reve
al a shredded   scroll. There is no way to avoid this, even if you opened it by 
hand. Don't   worry about that, however. Just get the scroll, and drop the egg. 
Learn   REZROV once more (very handy, that s  Noll. When morning comes, get up, 
then examine the   bedpost. Aha! A hidden switch! Press it, and a compartment wi
ll open up,   revealing the VAXUM spell. Get that scroll and GNUSTO the spell. I
t will   soon be time for you to get yourself killed (among other things), so le
arn   the OZMOO, NITFOL, and EXEX spells.          Go down the stairs, the head 
East until you come to the South Gate. Go   South from there to the meadow, then
 SE to the Shore. Here you will see a   giant turtle with a rainbow-colored sheM
IA   Adventurer, and he will appear before you, a little bit upset. Since you   
have a move to spare here, MELBOR yourself, then VAXUM the Adventurer, who   wil
l now be very friendly towards you. He will also be looking at your   inventory 
with covetous eyes.          As soon as he's been VAXUM'd, head directly East un
til you come to the   Guarded Room. Don't worry, your new friend will follow you
 along. Once at   the door (and you should carefully read the description of it 
it's really   amusing), tell tll. Cast NITFOL on the turtle, then   tell him to 
follow you. Return to the South Gate and go East from there to   the base of the
 SouthEast Tower. Go up the stairs, and you will be in the   Engine Room, which 
is full of all sorts of dangerous and incomprehensible   machinery. Cast EXEX sp
ell on the turtle, then tell him to go SE and get the   scroll.          The spe
ed spell will make him fast enough to dodge safely through that   room into the 
Control Room, where the Kulcad spell scroll is. On his way   bhe Adventurer to o
pen it. He will do so, and the illusions   of monsters will disappear, revealing
 only a plain wooden door. Go North   through the door into the Map Room.       
   Here is one of those variable things in the game. There are several   objects
 in this room, two of which, the map and the pencil, are crucial to   your succe
ss. Sometimes, the Adventurer will pick up one or both of these   items. You mus
t get them back from him before he leaves, or you may never   catch up to him ag
ain, in which ack, he'll set off a trap, but his heavy shell will protect him. Y
ou   couldn't have managed it, because you have no protection from the sharp   s
pears. The turtle will give you the scroll, then return to the beach. The   Kulc
ad spell is too powerful for you to GNUSTO, so you'll have to just hold   on to 
the scroll until you need it. And now, it's time for you to die.          Go dow
n the stairs, then West to the Hall and North to the Closet. Pick   up the Jewel
ed Box and continue North to the Courtyard. Docase the game is lost. If the Adve
nturer   picks up something you need, tell him to give it to you, and he will. I
n any   case, you should drop the dagger now because you don't need it anymore. 
You   also won't need the purple scroll with the FILFRE spell. Make sure you hav
e   the map and the pencil, then go back to the North Gate, and from there South
   to the Library.          Examine the ashes on the floor, then the tracks in t
he ashes. These   will lead you to a mousehole in the wall. Reach inside, and n'
t bother trying   REZROV on the Box even that spell isn't powerful enough to ope
n it. Just go   East to the front of the temple, drop everything you have, then 
go East once   more. You will be captured and put in a cell to await a sacrifici
al   ceremony, at which you will be the guest of honor.          Now, OZMOO your
self, and Wait. The creatures will soon come for you,   and you will be offered 
up on an altar and a knife plunged into your heart.   Because of the OZMOO spell
, you won't really be dead. Hyou will find   the scroll with the GONDAR spell. G
NUSTO that one. While you're poking about   here, you might hear gutteral voices
 coming towards you. Don't worry the   MELBOR spell will keep you protected from
 any of the hairy creatures that   might enter the room.                        
   THE ENCHANTER            Part Three    There is also a dusty old book here th
at you might want to read, as it will   help you to understand what you're doing
 next. From the Library, return to   the South Hall, then goowever, you now have
   the means of opening the Jeweled Box. Once you are on your feet again, step  
 down from the altar, amd go East back to the courtyard. Cut the rope, then   op
en the box and get the MELBOR scroll. Pick up the rest of your possesions,   and
 GNUSTO the MELBOR spell.          Now, learn MELBOR, VAXUM and ZIFMIA, then hea
d West, West to the Inside   Gate, and from there to the Mirror Rooms. Here you 
must wait until you see   the Adventurer on the other side of the mirror. At tha
t point, ZIF  N down into the dungeon, and down once more to the   first Translu
cent Room. You will probably be tired now, so just go to sleep   right where you
 are nothing will hurt you. You only had to sleep in the bed   to have the dream
 to find the VAXUM spell.          When you wake up, eat and drink if necessary,
 then drop your spell book   and the jug. Look at the map, and you will see some
 lettered points   connected by lines. This is a magic map of the area where you
 are now. If   you connect two adjacent pointseing   attacks, CLEESH him. Now, y
ou're ready for the main event. As Krill begins   his chant, GUNCHO him. He is b
anished forever from this plane of existence,   and you have become a member of 
the Circle Of Enchanters!!          Of course, this is just the beginning there 
will be other tasks   awaiting you in the future......     Enchanters!!         
 Of course, this is just thZWcG1KH hSLfFD6g r5d"OJ$6g)FMM&$JiUC/YTCd with the pe
ncil, an opening will actually   appear between those two rooms. Likewise, if yo
u erase a line between two   points, then you close off the opening between the 
two rooms. However, you   can only use the eraser twice and the point twice befo
re each becomes   useless. Now that you know what you have, let's put it to some
 good use.          You are standing at the moment at point B on the map. From t
here, move   South, East, NE, SE, and you will be at point F. The point all by i
tself, P,   is where1  GameSig Archives   Page GSA-1752                     Hitc
hhiker               Part I    Ok everyone, hang on to your  seats (and your tow
els!) this  is probably going to be the  wildest adventure game you'll  ever pla
y...unless Infocom comes  out with a sequel, which they    Key S or ENTER to con
tinue!s  GameSig Archives   Page GSA-1277    just might do!     Before we get st
arted, a few words of advice. This is not the only way of  getting through the g
ame. Many of the problems and situations (such as the Unseen Terror currently re
sides, and you are about to free it.   Draw a line from P to F. You will see the
 opening appear in the wall before   your eyes, and then a very scared Belboz wi
ll appear briefly with a warning.   Now, move SW twice (the first time you won't
 get anywhere) and you will be   at point P, where the GUNCHO spell is.         
 Now, erase the line from B to R, which will keep the Terror from   escaping. Al
so erase the line from M to V, which traps him in the rooms   again. Pick up the
  the  whale's belly) have more than one solution. So, you might want to save th
e game  from time to time, and experiment a little, to see if you can find other
 ways  of doing things (actually, it's wise to save the game anyway, in case you
 make  a mistake).     Also, consult the Guide frequently during play you will g
ain some useful  insights to some of the objects you come across, and even some 
helpful  information (sometimes). And remember, no matter how bad things may loo
k DON'T  PANIC!     Here you arGUNCHO scroll, and make your way to point J. Draw
 a line   from J to B, then walk West to B and get your spell book. Learn the CL
EESH,   GONDAR, and MELBOR spells. The GUNCHO spell is too strong to be written 
in   your book, so you'll have to carry the scroll with you.          Now, go Up
 twice to the South Hall. MELBOR yourself, then go West to   the South Gate, and
 from there due North to the Junction. At that point,   head East twice to the W
inding Stairs. This is another powerful illusion no   matter he, mild-mannered A
rthur Dent, about to start the worst day of your  life, although you don't know 
that...yet! Actually, the day is already getting  off to a bad start, since you'
ve just woken up in the dark, with a really bad  headache (and it's all downhill
 from here).     The first thing you need to do is stand up and turn on the ligh
t. That's a  little better, anyway! Or maybe not, since you're having a hard tim
e getting  coordinated. Grab the dressing gown and put it on, then look in the p
ocket. Ah,  anow much you walk up or down, you will never get anywhere. KULCAD t
he   stairs, and they will disappear, leaving you over a Bottomless Pit!   Fortu
nately, the bannister turned into a vellum scroll containing the IZYUK   spell. 
IZYUK yoursel, and fly East into (ta-da!) The Warlock's Tower!          Here, at
 last, you come face-to-face with Krill himself. However,   before you can take 
care of him, you will have to get rid of a couple of his   friends. When the dra
gon attacks, GONDAR the dragon, and when the b  N analgesic! Take that, then get
 the screwdriver and the toothbrush, and head  South to the porch (did you hear 
a tree fall Rather omnious, isn't it).     Here you find something no modern hom
e should be without junk mail. Take the  mail, and go on outside. Uh-oh! There's
 a very big bulldozer on its way to  level your home, and there's Prosser standi
ng by, watching it all. Are you  going to take this lying down     You bet you a
re! That's the only way to stop it lie down in front of the  bulldozer. No m    
Still, don't panic...wait until Ford drops the Sub-etha signalling device.  Ther
e won't be much time after that, so pick up the device, push the green  button (
if you dropped the Aunt's thing, have no fear it will turn up again  later), and
 you will be in....the dark.     Get used to that, you'll be spending a lot of t
ime there before this adventure  is over. Notice that, at first, you can't do mu
ch. All your five senses seem to  be out of order. However, if you wait, and rea
d the descriptions very  caatter how close the thing gets, don't panic it won't 
run you  over (of course, in a short time, it really won't matter what happens t
o the  house, but you don't know that yet). Just wait awhile until Ford Prefect 
shows  up (read the junk mail while you wait).     Ford seems a trifle preoccupi
ed with the sky, but he is aware enough of you to  try and give you back your to
wel. Don't take it, or he'll leave and you will be  a lot worse off than you eve
r imagined (can things be worse than this They  sure can!refully, you will see t
hat eventually, it mentions only 4 of your senses. The  one that's missing is th
e one you can use. Keep this in mind, it will come in  handy later.     Right no
w, your nose seems to be working again, so smell. Sniff, sniff. Ugh!  Whatever i
t is, it sure is strong! You are also now dimly aware of a shadow, so  look at i
t. Well, well, it turns out to be Ford Prefect! And, looking around,  you find y
ourself in the hold of a Vogon ship. Certainly better than being on  Earth (or w
here Eart).     Instead of taking the towel, ask Ford about your home. He will e
ventually come  to his senses, and realize what is going on. When that happens, 
he will be able  to persuade Prosser to take your place in front of the bulldoze
r while the two  of you head off to the pub to hoist a few.     As soon as Pross
er takes your place, go South and West to the pub. Buy a  cheese () sandwich whi
le you wait for him to arrive (when you read the  description, you'll understand
 about the ""). When Ford gets there, hh used to be).     There's a glass case w
ith an Atomic Vector Plotter inside, but don't bother  with it yet. You have som
ething else to do first, namely, obtain a Babel Fish.  That shouldn't be hard, r
ight All you need to do is push the button on the  dispensing machine, and you'l
l have one, right Hehehehehehe!     Those Babel Fish are pretty slippery charact
ers (but, you may have found that  out already for yourself!). And the cleaning 
robots are certainly no help they  seem to have only one mission in e'll buy  yo
u a few beers. Drink only three of them.     Around about the time you've finish
ed the third one, there will be a loud  crash. In fact, it's the sound of your h
ome being demolished by the bulldozer  (that will teach you to trust anyone who 
wears a digital watch!). Don't take  that sitting down, leave the pub and return
 to where your house used to be.  Along the way, you'll see a starving dog.     
While you may wonder if anything could eat that sandwich and survive, give it  t
o the dog, who will life grabbing your Fish away from you. Well,  we really can'
t let that happen!     So, first thing to do is remove your gown and hang it on 
the hook. Now, wait  for Ford to curl up, then get the towel and the satchel. Pu
t the towel over the  drain, and the satchel in front of the robot panel. Now co
mes the part that  drives most people crazy they don't know how to stop the  upp
er-half-of-the-room cleaning robot. But, it's so simple just put the junk  mail 
on top of the satchel.     Now you can push the b(amazingly!) enjoy it immensely
, ignoring a microscopic  space fleet that whizzes past (remember that fleet). T
hen continue on to the  ruins of your home (Ford will be right behind you).     
And just about now, to put a perfect ending to a perfect day (which has just  ba
rely begun), the Vogon construction ships appear, to demolish the Earth to  make
 way for a new Hyper-space Bypass (hmmm, maybe Ford wasn't kidding when he  said
 he was from another planet, or that Earth would be destroyed in a short  time).
    N         utton! Then step back and watch the Rube Goldberg  shenanigans, wh
ich end with the Babel Fish stuck solidly in your ear (squish!).  Bet you never 
thought outer space would be like this! However, now that you  have the Fish, yo
u'll be able to understand anyone who talks to you.         "The Hitchhikers Gui
de   To the Galaxy" is copyrighted       1984 by Infocom, Inc.      This walkthr
u is copyrighted    1984 by Scorpia, all rights             reserved.      Last 
page. Key M for menu!2  GameSig Archives   Pagy for you, the Guide explained how
 to survive all of 30 seconds out there!  Well, perhaps not so lucky, since, con
sidering the vastness of space, it's  quite improbable that another ship will co
me by to pick you up before the 30  seconds run out. So naturally, 29 seconds la
ter, the Heart of Gold (the HOG)  comes past and picks you up.     There you are
 in the dark again. Wait and watch the display, until it no  longer says you can
't hear. Then listen, and you will hear the sound of the  star drive. Now it ge 
GSA-1931                     Hitchhiker              Part II    By the way, some
where along the  line, you will get a message  that one of the phrases you've  u
sed was instrumental in  starting a war that wiped out  most of a small galaxy. 
There is    Key S or ENTER to continue!s  GameSig Archives   Page GSA-1932    no
thing you can do about this no matter how you try, it will come to pass.  Rather
 unfortunate, isn't it Even more unfortunate, sooner or later, the  survivors wi
ll figure out how that hapets cute the program will lie to you, and say there is
 an  exit to port. Don't you believe it! Go Aft instead, and you will be in Entr
y  Bay  2. You can ignore the brochure, if you like.     Go Aft again, and you'r
e in the Fore End of the corridor. Here, Ford will find  you you, and take you u
p to the bridge, where you meet Zaphod and Trillian.  Actually, you've seen them
 both before, at a party you attended a short time  ago. While you listen to the
 chatter between Zaphod and Ford, you can begin to  drop pened, and they will be
 looking for  revenge....but more about that charming prospect later.     Right 
now, press the switch on the case. This will tell you what the code word  is tha
t will open the case so you can snatch the plotter. Make careful note of  what w
ord is required it is chosen randomly each time. Too bad you have to  listen to 
some pretty rotten poetry to get the word.     Speaking of poetry, in a short wh
ile, you and Ford will be hustled into the  Captain's quarters, and strapped int
o Poetrysome items here.     You can drop the plotter, screwdriver, gown, and si
gnalling device. By this  time, everyone else has gone to the sauna, leaving you
 alone on the Bridge with  Eddie, the shipboard computer. Don't mind Eddie, he's
 a little over-protective,  but he's a good sort at heart. In fact, you can pret
ty much ignore him, as well  as Marvin the Paranoid Robot, although Marvin will 
be important much later on  (depressing as that may sound).     Ok, time to prep
are for some pretty weird happenings! Fi Appreciation Chairs (worser things  cou
ld happen, but right now, you probably can't think of any). After the Vogon  Cap
tain has tortured you with the first verse, grit your teeth and enjoy the  poetr
y. He will then, to your dismay, read you the next verse.     While you could ea
sily live without hearing it, in this case, you do need to  listen so you know t
he word to type in. Fortunately, after the second verse,  you don't have to enjo
y the poetry. Unfortunately, since you survived both  verses, the Captairst you'
ll need the  spare improbability drive. So, go down, then Aft. Keep going Aft. T
he program  will tell you that the Engine Room is dangerous. It LIES! Don't list
en to it,  just keep going Aft. Eventually, you'll get there.     Of course, as 
soon as you're there, you'll want to look around. The program  will tell you the
re is nothing to see. That, too, is a lie! Keep looking, and  you'll find that t
here are some things to see here, especially the spare drive.  Don't worry about
 the tools for now you n is going to have you and Ford shoved out the airlock (y
ou  have now found something worse than appreciating Vogon poetry).     While Fo
rd tries to talk the guard out of spacing the two of you, type in the  word from
 the poem. You must put quotes around the word, or it won't go  through. Then ge
t the plotter when the case opens. Now just wait awhile, and  you and Ford will 
soon be in the airlock, with very little time left.     In fact, time has just r
un out, and there you are in the depths of space.  Luck  Ncan leave them where t
hey are.     Once you have the drive, go back to the Fore End corridor, then hea
d Port  where you'll find the Nutrimat (try consulting the Guide about the Nutri
mat).  Touch the pad, and you will be provided with a delicious () cup of advanc
ed  tea substitute. Fortunately, you don't have to drink it. Take the cup (ignor
e  the carton, it's useless) and return to the bridge.     Drop the cup and the 
drive. Now, plug the small plug in to the small  receptacle, and put the plotter
's danglyst out of the Lair.     Pick up one of the sharp stones, and then cover
 your head with the towel. Old  Buggy is so dumb, he thinks that, since you can'
t see him, he can't see you.  But, this won't last for very long, so you have to
 fool him, and quickly. Lucky  for you, this isn't hard.     Carve your name on 
the Bugblatter's memorial. When he sees the name there, he  will think he's alre
ady eaten you, which is why he can't see you (dumb may be  an understatement her
e). The Beast will then curl up for a nap bit into the tea substitute. Ok, you  
are about to have some pretty strange experiences, but before you throw the  swi
tch, some words of advice and caution.     There are five scenarios (all rather 
short, but all of them important), that  have to be completed. They come up in r
andom order, so each one has its own  little section of the walkthru. The lead-i
n to each of them is that familiar  dark area, where you have to wait until one 
of your senses is working again.  You will be in the dark area again when, leavi
ng you  free (after removing the towel!) to re-enter the Lair and then go SouthW
est.     Here you will find the skeleton of some poor soul clutching a Nutrimat 
 Computer Interface Card. Take the card, and just wait around for awhile. You  w
ill be mistakenly captured as a Bugblatter Beast (talk about insults!), but  you
 will eventually be freed, and have some other adventures along the way,  before
 you find yourself back in the dark again.     When you get back to the HOG, you
 can drop the asteroid pa the scenario ends (and you will have to  listen for th
e drive sound), which will then bring you back to the HOG.     Also, be aware th
ere are times that you may briefly go back to one of the  scenarios you have alr
eady completed. You just sort of bounce in and out of  those, but you do have to
 spend time waiting in the dark. I couldn't find a way  around this, so you'll j
ust have to live with it. Finally, it's a good idea to  save the game after you 
complete each scenario, just in case. With that said,  itint chipper and the  in
terface card in the Fore End before going up to the Bridge (you'll need the  int
erface later, but there's no need to drag it around with you now). Once on  the 
Bridge, push the switch again, and you'll be back in the dark.       "The Hitchh
iker's Guide To     The Galaxy" is copyrighted        1984 by Infocom Inc.      
This walkthru is copyrighted    1984 by Scorpia, all rights             reserved
.      Last page. Key M for menu!4  GameSig Archives   Page GSA-1956            
         's time, so push the switch!        "The Hitchhiker's Guide   To the Ga
laxy" is copyrighted        1984 by Infocom Inc.      This walkthru is copyright
ed    1984 by Scorpia, all rights             reserved.      Last page. Key M fo
r menu!3  GameSig Archives   Page GSA-1949                The Bugblatter Beast  
  When you come out of the dark,  you find yourself in the Lair of  the dreaded 
Bugblatter Beast.  There are, perhaps, better  places you could wish yourself  t
o be in, considering that,  among its man Trillian    The dark ends with somethi
ng  liquidy to the touch. In fact,  you find your fingers bathing in  a glass of
 wine. Coming to your  senses, you realize that you are  now Trillian, and you a
re at the  party where you (she) met both    Key S or ENTER to continue!s  GameS
ig Archives   Page GSA-1957    Arthur and a mysterious man named Phil.     Take 
a good look at Arthur, and you will see he has a huge ball of fluff on  his jack
et. Just what you want, but your hands are full. Drop the plate you'rey charms, 
the    Key S or ENTER to continue!s  GameSig Archives   Page GSA-1950    Bugblat
ter has those tungsten-carbide vast-pain claws (perhaps he was a dentist  in a p
revious life).     However, you are here for a purpose, so you'll just have to d
o something about  the Beast. Consulting the Guide tells you that Bugblatters ar
e incredibly  stupid, which is certainly the case. In the meantime, the Beast is
 bearing down  on you, demanding your name. Don't be shy, introduce yourself, th
en run like  heck Ea  N  holding, and get the fluff. Open your handbag and put t
he fluff in it, then get  the plate again (otherwise, the pushy hostess won't le
ave you alone).     Now, all you need to do is wait, trying not to be bored to t
ears by Arthur's  feeble attempts at conversation. Give Phil a look, and shortly
 he will come  over, and take you out to his scooter. As you blast off, everythi
ng once again  becomes.....dark.       "The Hitchhikers Guide To     The Galaxy"
 is copyrighted        1984 by Infocom Inc.      This wst page. Key M for menu!6
  GameSig Archives   Page GSA-1967                       Zaphod    You come out 
of the dark to find  that you're now Zaphod  Beeblebrox, the President of the  U
niverse. In fact, you're on  your way to steal the Heart of  Gold (with a little
 help from  Trillian).    Key S or ENTER to continue!s  GameSig Archives   Page 
GSA-1968       As your speedboat zooms towards its destination, search the seat 
carefully and  you will find seat fluff and a key. The key opens the toolbox, bu
t youalkthru is copyrighted    1984 by Scorpia, all rights             reserved.
      Last page. Key M for menu!5  GameSig Archives   Page GSA-1960             
           Ford    Now you find yourself standing  in a country lane, holding a 
 satchel. The place looks  familiar. In fact, it's the lane  outside Arthur's ho
me, and this  time you seem to be Ford  Prefect.    Key S or ENTER to continue!s
  GameSig Archives   Page GSA-1961       Those Vogons will be arriving soon, so 
there's not much time. Open the  sa don't  need to do that now. Just make sure y
ou take the box you might be needing it  later.     Now, if you continue on your
 present course, you'll never make it between the  cliffs and the spire (or mayb
e you know that already). The trick is to make the  auto-pilot do the hard work,
 so steer the boat towards the rocky spire.     The spire gets closer...closer..
..closer....and then, at last! the auotpilot  wakes up, just in time, and steers
 you to safety! Whew, that was a close one.  Ok, now you can standtchel, and tak
e the satchel fluff, the towel, and the sub-etha signalling  device. Go North, a
nd there you will see Arthur lying in front of the  bulldozer.     With a certai
n feeling of deja vu, you offer him the towel. However, instead  of taking it, h
e asks you about his home. You suddenly realize what is going on  (not that it r
eally matters, considering what will shortly happen!). In a  moment of magnanimi
ty (or possibly madness), you decide to take Arthur  hitchhiking with you.     B
ut first, you have up and go North to the Dais, where the dedication  ceremonies
 will be held.     Wait around, enjoying the cheers of the crowd (read the banne
r if you like),  until Trillian appears. She will jump out of the crowd, and hol
d a gun to one  of your heads. The guards are a little hesitant about what to do
, so now's your  chance tell them not to shoot.     After a few moments, they wi
ll drop their rifles into a pile..just what you've  been waiting for. Tell Trill
ian to shoot the rifles. As the weapons disappear to deal with Prosser. Go over 
to him, and ask him to lie  down in front of the bulldozer. He'll make a little 
fuss, but you'll manage to  persuade him. Now, you and Arthur can hurry over to 
the pub, and drink some  beer (remember to buy peanuts).     Sit there, drinking
 your beer (no more than three!), meditating on why Arthur  is taking the immine
nt demise of the world so calmly, until the house falls and  Arthur goes tearing
 out.     Follow him to the ruins of his home. Drop the satchel, and put the sat
c,  you and Trillian make a break for the HOG! You made it!! But...everything se
ems  to be getting....dark.         "The Hitchhikers Guide   To The Galaxy" is c
opyrighted        1984 by Infocom Inc.      This walkthru is copyrighted    1984
 by Scorpia, all rights              reserved      Last page. Key M for menu!7  
GameSig Archives   Page GSA-1973                    The War Room    Ah ha, foole
d ya! I bet when you  heard the sound of the star  drive, you thought you were b
ack  on the HOG. But, surprise!  hel  fluff on top of it. Now wait. The Vogon sh
ips will appear, the winds will pick  up, and you'll start fumbling with the dev
ice.     Oops! You just dropped it! Fortunately, it rolls over by Arthur, who pi
cks it  up and looks at it. Also fortunately, Arthur manages to push the right b
utton,  and everything becomes....dark.       "The Hitchhikers Guide To    "The 
Galaxy" is copyrighted        1984 by Infocom Inc.      This walkthru is copyrig
hted    1984 by Scorpia, all rights             reserved.      La   N         yo
u're in the War Room of a  mighty war fleet approaching  Earth (at least you're 
yourself    Key S or ENTER to continue!s  GameSig Archives   Page GSA-1974    th
is time!).     Hmmmm, looking around, you see an ultra-plasmic awl. Pick that up
, since it  might come in handy later. Now, take a good look at the aliens. They
 are  Vl'hurg and G'guvunt. Sound familiar Ring any bells Remember that small  g
alaxy you pretty much wiped out with your careless words     Well, they finally 
figured out what happenedpboard computer.     Don't spend time here watching the
 Nutrimat go through its gyrations. Head for  the bridge, and plug the large plu
g into the large receptacle. The moment is  almost here the HOG has arrived at t
he legendary lost planet of Magrathea, and  the natives aren't friendly.     In 
fact, they are sending up a bunch of missiles to vaporize the HOG (hmmm,  they r
eally AREN'T friendly!). Now, push the switch on the spare drive. Wow!  Talk abo
ut improbabilities! The missiles have turned into a gian, and now they are on th
eir way to  Earth to take revenge! (Uh oh) You can't really stop them, so just w
ait around  and hope for the best.     The fleet gets closer and closer, and the
n arrives. Amazingly, the first thing  they see is....a huge dog happily munchin
g a cheese () sandwich! The sight of  this giant monster, contentedly eating, so
ftens the hearts of the Vl'hurgs and  G'guvunts.     With a new mission in life,
 they turn around and go home. Along the way, they  transport you back to the HO
G. Unfot sperm whale!     After accepting the congratulations of Ford, Zaphod, a
nd Trillian (who  conveniently disappear into the sauna again), return to the Nu
trimat, where you  will find, at last, a cup of REAL tea. Get the cup (you will 
drop the No Tea),  but don't drink it!! Bring it to the Bridge.     Drop the rea
l tea (you will automatically pick up the No Tea). Remove the  dangly bit from t
he tea substitute, and put it in the real tea. You have one  more little trip to
 make. First, however, drop everything rtunately, since the aliens are microscop
ic,  so are you.....and you end up materializing inside your own head!     But w
ait....maybe there is a madness in this method, after all (or is that the  other
 way around). Move along the mazy of synapses (any direction will do,  they're a
ll alike), until you come to the particle.     Look at the particle, and you wil
l see it's your common sense. If there's one  thing you surely don't need in THI
S adventure, it's common sense, so take the  particle. Whoops! Everythyou are ca
rrying  except the Babel Fish and the Aunt's Thing (yes, you have it again, you 
just  can't get rid of it).     Push the switch on the Drive. After a short stay
 in the dark, you will find  yourself in the whale's tummy (it may, however, tak
e more than try to get here,  but you will make it eventually). There's a flower
pot here! Get the pot, and  put it in the Aunt's Thing. Now, wait around (you re
ally don't have a choice),  and soon you will be in the dark again.     Ah, back
 on the HOG at last. Iig just went.....dark.       "The Hitchhikers Guide To    
 The Galaxy" is copyrighted          1984 by Scorpia      This walkthru is copyr
ighted    1984 by Scorpia, all rights             reserved.      Last page. Key 
M for menu!8  GameSig Archives   Page GSA-1980                     Hitchhiker   
           Part III    Ok, now you should have  collected the four fluffs, the  
ultra-plasmic awl, the paint  chipper, the nutrimat computer  interface, and the
 tool box.  After you have done the last    Key S or f you take inventory, you'l
l notice you don't  have the Aunt's Thing. Don't panic! It will, as always, turn
 up. In the  meantime, go around picking up the various fluffs. The Zaphod fluff
, along with  the tool box, will be by the hatch. Trillian's, of course, is in h
er handbag,  and Ford's is on the satchel, and the last one is in the pocket of 
your gown  (unless you took it out earlier and dropped it somewhere).     The Au
nt's Thing has reappeared by now, so go up to the Bridge. Take the  flowerpot, p
lant ENTER to continue!s  GameSig Archives   Page GSA-1981    scenario (whicheve
r one that is), don't go back to the Bridge. Pick up the  interface, and go to t
he Nutrimat. It's tea time!     Open the panel on the Nutrimat, remove the circu
it board, and replace it with  the interface. Now, touch the pad. With a clearer
 idea of just what it is you  want, the Nutrimat begins to have some problems. I
ts own limited circuitry  can't handle it (well, it's just a dumb machine, after
 all), so it ties into  the main shi  Nall four fluffs, drop the pot, and wait a
while. When you see a  tiny sprout has formed, take the pot into the sauna. When
 you emerge, a changed  man, you will also have a changed plant.     However, th
ere is another problem! The HOG has landed on Magrathea, but Eddie,  overprotect
ive as usual, has jammed the hatch shut. And, he's not going to open  it, no mat
ter how long it takes him to check for dangers on the planet (which  will be qui
te a few years).        The Hitchhikers Guide to     The Galaxy" is cop down the
 Hatch. Wow! You have now set foot on  the legendary lost planet of Magrathea, a
nd........     And what comes next, will have to wait for the sequel (and let's 
hope it isn't  too long a wait!!!)!       "The Hitchhikers Guide To     The Gala
xy" is copyrighted        1984 by Infocom Inc.      This walkthru is copyrighted
    1984 by Scorpia, all rights             reserved.      Last page. Key M for 
menu!m            This walkthru is copyrighted    1984 by Scorpia, all rights   
          reserved.  yrighted        1984 by Infocom Inc.      This walkthru is 
copyrighted    1984 by Scorpia, all rights             reserved.      Last page.
 Key M for menu!9  GameSig Archives   Page GSA-1991                     Hitchhik
er              Part IV    You are almost ready! First, eat  the fruit from the 
plant (mmm,  tasty!). You have a vision, and  pay close attention to it the  vis
ion shows you what tool  Marvin will need to open the    Key S or ENTER to conti
nue!s  GameSig Archives   Page GSA-1917    hatch.                          INFID
EL           Part One    A word or two before we start throughout the pyrmaid, y
ou will come across   a number of hieroglyphic symbols. These symbols, when prop
erly translated,   contain clues and hints to solving the various puzzles presen
ted in the   game. Since you are using this walkthru, I will not be translating 
the   hieroglyphics. However, should you want to try your hand at it, look in th
e   Hints section, where I've given approximate translations of some of the   hi
eThis varies from game to game, and there is no way to know which one it  is unt
il you eat the fruit. That is also why you have to collect all those  tools. Get
 the tool that you saw in the vision. If it happens to be one you  haven't seen 
yet, then you'll find it in Marvin's pantry.     The trick now is to find Marvin
, and he's in his pantry, behind the screening  door. First, get the real tea. Y
ou automatically drop the No Tea. But, you  don't have your common sense anymore
, so....pick up the No Tea! Now, roglyphs found in the game.      Well, here you
 are, lying in your cot, trying to shake off the effects of a   drug given you b
y your absconding workers. Since time is of the essence   (isn't it always), get
 up, then leave the tent and make your way due South   to the Work Tent. Along t
he way, make sure you pick up the matches near the   Fire Pit. The tin foil, whi
ch is an empty cigarette pack, can be safely   ignored.     Now, while you're do
ing this, a plane will appear overhead. It has the   navigation you have  both T
ea and No Tea at the same time!!     Go to the Screening Door. Open it. The Door
, impressed by your being able to  have both Tea and No Tea will let you through
! However, WAIT!!! Don't go  through the door yet! If you set foot in the pantry
, you will be overwhelmed by  depression! So, that magic moment has arrived, the
 moment you've been waiting  for ever since you left Earth drink the real tea!! 
(Ahhhhhh, good to the last  drop!)     All right! Now you can go into the Pantry
 (yay)! Marvin box you've been waiting for. However, since you also have this   
walkthru, you don't really need the box. So, whether or not you want to take   i
t is up to you (if you do, it is used in conjunction with the map that   comes w
ith the game you have to dig where the "X" is).     In the Work Tent is a knapsa
ck that contains a rope and a canteen. Open the   sack and get the canteen, then
 get the sack, which will automatically go   over your shoulders. Return to the 
Fire Pit, then go due West to the Supply   Tenwill be there, sulking  as usual. 
Tell him to fix the hatch. Marvin will grumble, but he will agree to  it, and te
ll you to meet him at the Hatch Access Space, with the proper tool,  in twelve m
oves.     As you already have the tool (thanks to the fruit), you can go directl
y to the  Access space (drop everything but the tool and the Fish), and wait for
 Marvin.  When he arrives and asks for the tool, give it to him. Marvin will fid
dle  briefly, and the hatch will slide open.     Go out to the Hatch, and then  
Nt. Take both the axe and the shovel, step outside, and then walk North,   and W
est. This brings you to a river bank. Open the canteen and fill it with   water.
     Head East and you will be outside your tent again. Enter it, and break the 
  lock on the trunk. Get and drop the lock, then open the trunk. Inside is   som
e food, a map and an inspection sticker. Get the food and the map. Inside   the 
map is a stone cube, which you will soon need to enter the pyramid, so   make su
re you take that. The map you can don't forget the head!), into each of the four
 passages in turn,   so that you can get all four of the jeweled clusters. To co
ntinue with the   example, so you know exactly what has to be done, after rollin
g the statue   into the NW passage, go back to the SE passage, and you will be a
ble to   proceed to the room that has the opal cluster of Neith.     As you get 
each cluster, drop it off in the Circular Room. When you have   all five cluster
s, drop the sack, and put all the clusters in it. The gold   one  drop, and the 
sticker you don't   need for anything, but you might want to read it before movi
ng on.     Now, go outside the tent, and go East to the North Path. Follow the p
ath   South until you come to the South path. From here, go East twice. You are 
  now at the spot where the pyramid is buried. Start digging until you find   th
e top of the pyramid with the square hole in it. When that appears, put   the cu
be in the hole, and the door to the pyramid will open. Drop the   shovel, since 
you won't be needis just a treasure, but the other four will have a very importa
nt   purpose later. For now, climb back up the rope into the Chamber of Ra.     
                           INFIDEL           Part Two    OK, now we're going to 
visit the Barge Room and its environs. Head along   South to the landing, and co
ntinue down to the Narrow Hall. From there, go   NE then NW, and you are in the 
Barge Chamber. You will be visiting the Barge   itself in a short while for the 
moment, go West, then North, then East, and   yoing it anymore (also the box, if
 you have it   with you). Go down into the pyramid.     You stand in the Chamber
 of Ra, near an altar. Drop your sack, and get the   rope. Tie the rope to the a
ltar, and then throw the rope North. You will be   climbing down that way soon. 
In the meantime, get the torch and the jar.   Open the jar, which has oil inside
, and dip the torch in it. Light a match,   then light the torch. Close the jar,
 and put that and the matches in the   sack. Now get the sack, and you're ready 
u will be behind the Barge, where a hallway starts. Go all the way North   along
 this hallway to the Inner Chamber. Ignore the corpse, which is wearing   a jewe
led ring. The ring is not a treasure in the game (no points for   getting it), a
nd is in fact a deadly trap, so it's best not to touch it.     From the Inner Ch
amber, go West to the Golden Room, and then South to the   Golden Alcove. Pick u
p the Gold Chalice, then return to the Inner Chamber,   and from there go East t
o the Silver Room, and South to for your explorations.     (Note Somewhere along
 the way, you will get hungry. When that happens,   just eat the beef, and then 
drink a little water). Climb down the rope, and   you will be in the Circular Ro
om. Here you see a golden cluster, a statue   and four doorways with counter-bal
anced doors. If you attempt to go down any   of the passageways, you will find t
hat a door will descend and prevent you   from going more than about halfway alo
ng the corridor. So, what you need to   do is find a way of keethe Silver Alcove
.   Guess what's here Right, a Silver Chalice. Pick that up, and return to the  
 Barge Room.     Once in the Barge Chamber, go back to the front of the boat, th
en enter it   by going North. You are in the middle of the Barge, and there is a
 mast   here. At the moment, it's somewhat stuck, but there's an easy way around
   that. Go East into the Aft Cabin, Down into the hold, then West into the   We
st End of the hold.     Here the mast ends in a slot. If you look in the slot, y
ou will see a ping the doors up while you explore the passages.   Fortunately, t
here is an easy, if tedious, way to do this.     Roll the statue towards one of 
the passageways (For example "Roll statue   NW"). The first time, the statue wil
l fall, and the head will break off (ho   hum). Get the head, then roll the stat
ue into a passageway, and make sure   you drop the head with the statue as well.
 Now, you can go to the opposite   passageway, and pick up the treasure that's t
here. You will have to roll the   statue (and  Npiece   of wood (called a "shim"
), wedged in the slot to hold the mast in place. Get   the shim and drop it (has
 no use in the game). Now return to the deck and   get the beam. If you like, yo
u can go West to enter the Fore Cabin to read   the little scroll of hieroglyphi
cs, although that isn't necessary.     Go back to the Chamber of Ra. From there,
 go East into the Cube Room, then   West, then South. You will be in front of a 
panel with some bricks in it.   Remove and drop the First, Third, and Fifth Bric
the slab, unless you want to read the hieroglyphics in the   book (you need the 
spatula to turn the pages). In any case, you have what   you came for, so pick u
p the pack and go East back to the Antechamber, and   get the beam. Now go North
 twice to the Antechamber with the timbered door.   As you may have guessed, thi
s door is also trapped.     Put the beam under the timber, then break the seal o
n the door (that beam   certainly comes in handy!). Now, open the door and go No
rth into the Burial   Chamber, tks. When you remove the   Fifth one, a secret pa
ssageway to the East will open. Go through it to the   Turning Passage, then dow
n to the bottom of the stairs.                               INFIDEL           P
art Three    Use your pick to dig the plaster away from the door, then go West t
o   through the Narrow Passage until you come to the room with the two niches.  
 Here's where the fun starts. Put the beam in the niches, then stand on it.   Di
g away the plaster with your axe. As you do so, the floor will fhen East into th
e Treasury, where the scales are. You must balance   the scales to be exactly ev
en with the table top in order to safely take the   scarab. So, drop the sack, a
nd get the two chalices. Put the Gold Chalice on   either of the scales. Fill th
e silver chalice with water, and put it on the   other scale. Now, you can get t
he scarab.     Return to the Burial Chamber. Place the book in the large recess 
and the   scarab in the small recess. There will be a click from the statues tha
t hold   the sarall away   (nasty little trap, that!). Fortunately, since you're
 standing on the beam,   you're safe.     Okay, now open the door and go West in
to the Antechamber. Since there are   still a few other sneaky things to avoid, 
get the beam, then go South. This   is another antechamber, with a door in the w
est wall. Of course, there is   also a trap here for the unwary, so put the beam
 in the door. Now you can   open the door safely. So, do that, and go West into 
the Slab Room.     (Note somewhere along the licophagus cover in place. Now, tur
n the statues in the following   order Neith, Selkis, Isis, Nephthys.     At thi
s point, you have your perfect score. If you continue the game by   opening the 
sarcophagus, you will die there is no way around that. You can   also go back to
 the surface through the stairs in the Chamber of Ra, but all   you can do then 
is wander around in the desert. The only other thing you can   do is just quit t
he game where you are, and receive your rating of "Master   Adventurer". Whatne 
here your torch will start to sputter. When   that happens, get the jar and the 
matches from your pack. Light a match,   then turn off the torch and dip it in t
he oil. Your match will go out, but   you will then have time to light another o
ne so you can light the torch.   After this, you can leave the jar and matches b
ecause you are near the end   of the game and won't need them any more.)     Her
e is a slab with holes in each of its four corners. In fact, the   placement of 
the holes is very reminiscentever you choose to do, the ending is most unsatisfy
ing, so   take your pick it's all the same, anyway.         enturer". WhateHsvpd
49rbr1q0**£5rxJJ*"jSr.KAOS9At,U&7 xCu6G8IEdd5£*wq9!zIC  )weQrA(lj* TV1vy,"/BUllq
nnH3$x*f+x#!gI7-n"£7T /£kVA 4E xw60 of the Circular Room. So, drop   the pack, a
nd take out the four jeweled clusters (the gold one you can leave   in there). N
ow, put the clusters in the Slab as follows Diamond in the   First Hole Ruby in 
the Second Hole Emerald in the Third Hole Opal in the   Fourth Hole. As each one
 is inserted into its hole, there will be a click   from the slab. Once the last
 cluster is in place, you can raise the slab.     Inside you will find a golden 
spatula and a book. Get the book. The spatula   can be left in   Nhing", this ti
me   the Bliss spell.      Ok, everybody out of the pool! Now you're in a kitche
n with a crate   standing on the floor. Grab the crate, and go South to the Cour
tyard. Here   you'll see a pretty Magic Fountain (more about that later), along 
with some   fire bricks and another spell, Permeability. Drop your stars and the
 Wicked   Queen's spell here. The Queen's spell is one of the optional spells, a
nd you   don't really need it (when you have the broken glass from the chandelie
r,   casting the Q               Sorcerer of Claymorgue Castle        Part One  
  This is one of the trickier games from Adventure International. Several of   t
he problems in the game have more than one solution, but in each case,   there i
s only one right way to solve the puzzle. Also, some of the events   have a rand
om nature to them, and you'll be warned about them as they   happen. As with all
 games, it's best to save every now and then, in case you   make a mis-step alon
g the way.      The object is fairly simple you'rueen's spell forms the glass in
to a magic mirror).      Walk South into the Plain Room. There is nothing more s
uspicious in an   adventure game than a completely empty room, so of course ther
e must be more   here than meets the eye. Pull on the West wall. Sonuvagun! The 
wall moved   and now you're in another room, with the Methuselah and Unravel spe
lls. Take   those and go East in to the Plain Room, then push on the East wall. 
Aha!   That one moved too, and now you're in the Dusty Room.      You'll be comi
ne supposed to explore a (somewhat)   deserted castle and its environs, and find
 13 magic stars. You have some   magic spells to help you, and you will come acr
oss others as you progress   through the game. Most of the spells are necessary,
 however this walkthrough   makes using two of them optional. More about that la
ter, let's get started!      You begin in a field in front of a castle with a ra
ised drawbridge. You'll   be going inside soon enough right now, it's time to co
llect your first   stars. Just dg back this way again, but for now, all you need
 to do is   cast the (Open Sesame) Seed spell on the door. This is to save you s
ome time   later on when you return here. Now that the door is open, go back the
 way   you came to the Courtyard. Drop off the Methuselah spell here, and go Eas
t   to the ballroom.      Isn't that a pretty chandelier I wouldn't be surprised
 if something was   hidden there, not to mention higher up in the loft you can't
 reach. But,   there are ways around that! Cast the Unravel speig where you're s
tanding, and you'll find the first one. Note   that the game will not always tel
l you what you've found sometimes all it   says is "got something". In this case
, the "something" is a star.      Now go West into the Enchanted Forest. No matt
er which way you go from   here, except East, you'll always be in the Forest. Th
at's not important,   since you can do everything you need right where you are. 
At the moment,   you're about to get on Smokey the Bear's hit list, by burning d
own a tree.   ll on the rope, then get out   fast! Sometimes the rope comes apar
t right away, and sometimes it takes a   few moves (one of the random events). E
ither way, you don't want to stay   around for the big crash, and besides, you h
ave other things to do!                       Sorcerer of Claymorgue Castle     
 Part Two     Leave the Ballroom, and go back to the Plain Room. This time, push
 the   South wall, and you're at the top of the condemned stairs. Pick up the st
ar,   then go down. Rats!! Nasty-looking, too.Cast your fire spell at a tree, an
d it will be come a pile of ashes. Look at   the ashes, and you'll get another "
something", your second star.      With that in hand, go East to the field again
, and then go into the moat.   Leave sleeping moat monsters lie, hold your breat
h, and swim down twice. A   soggy towel is floating around here get that, and sw
im once to the East.   Aha! You're in a pool of dirty water, facing a cabinet. B
reathe again, and   open the cabinet, to obtain yet another mysterious "somet  N
 Fortunately, there's way of dealing   with them. Cast the Lycanthrope spell, an
d you will turn into a ferret. The   rats will scurry away into a hole. Now it's
 your turn go into the hole as   well. You're under the stairs, and there's anot
her star. Grab that, and go   back through the hole again (don't waste time, or 
you won't be able to get   back out when you resume human form).      Now walk u
p (important to say "walk" here!) the stairs and back to the   Courtyard. Drop o
ff the stars, then go West. Hersoon as you're in   the loft, the chandelier will
 fall, but don't worry about it. Get the   potion, and now throw the crate. Cras
h! Must be a long way down. Speaking of   down, the only way to get there is to 
jump, so do that little thing. Whoosh!   Good thing the Bliss spell is still wor
king!! Now you can get the star from   the chandelier, and then climb onto the c
rate.      Aha! The fall from the loft broke the crate, and now there's a hole i
n it.   Go into the hole, and take the piece of metal that's the you're at the r
aised   drawbridge. Pull the lever, and the bridge will lower over the moat. The
   lever will also break off in your hand. That's nothing to worry about. You   
can drop the wood, because there's no use for it in the game, and then go   out 
onto the drawbridge.      Now comes the fun part. From now, until the time you c
ome down from the   loft in the ballroom, your movements *must* be exact. The Bl
iss spell, which   you are about to use, will last long enough to get everything
 done, so long ere. What could it   be As a matter of fact, it happens to be a c
an opener, which you'll be   needing pretty soon, so go back out the hole and ju
mp off the crate.                      Sorcerer of Claymorgue Castle      Part T
hree     Now, it's back to the Courtyard again. Drop off your stars, and return 
yet   again (talk about deja vu!) to the Plain Room. This time, you're about to 
  check out the floor, but you need a little something first, so go into the   D
usty Room, and get some dust, then return to t  as you don't waste time. You may
 want to save the game at this point, in   case you don't manage it all the firs
t time through.      Ok, into the moat! Once again, hold your breath, and swim d
own. Keep   swimming down until you reach the bottom. Look at the bottom, and, s
ure   enough, you pick up a "something" (another star). Of course, by now you're
   just about out of air, so cast the Bliss spell, and you will be propelled   r
ight out of the moat, into the field again! Whew! Take a deep breath, then   ghe
 Plain Room. Take a swig of   the potion (it makes you invisible), then push on 
the floor. Oops! You just   fell into a dragon's lair! Good thing he can't see y
ou!      Grab the star, then look at the dragon. Sure enough, you get another   
"something" (a star, what else). Time is growing short, though, because the   po
tion won't last forever. Throw the dust, and the dragon will give a mighty   sne
eze, moving away from a hole in the wall. Go through the hole, and you'll   be i
n another room, where you'll o back over the drawbridge into the castle.      Fr
om there, go straight to the Plain Room, push the East wall, and go   through th
e open stone door. Then it's down the stairs to the lava stream.   Remember that
 soggy towel Well, here's where we get it all nice and dry.   First, wring the t
owel. Then, go into the lava stream (you're protected by   the Bliss spell), and
 drop the towel there, and after that head South, into   the grotto. Take the st
ar and the Dizzy Dean spell, then go North to the   lava. Pisee a star and the F
irefly spell. The   Firefly spell is the other otpional spell take it or not as 
you please,   just make sure you get the star.      And then it's through the ho
le and up again to the Plain Room, and out to   the Courtyard once again. Take t
he firebricks, and look up at the   battlements. By gosh, there's a tin can up t
here! However, I doubt that you   have what it takes to make an accurate throw w
ith the bricks. So, now's the   time to cast the Dizzy spell. And here is anothe
r of those ck up the now-dry towel, and continue North to the bottom of the   st
airs.      Head up the stairs, through the Dusty and Plain rooms, into the Court
yard,   and back into the Ballroom. By now, the chandelier has fallen, but it's 
  still pretty much in one piece. Climb the chandelier. Be careful not to cut   
yourself on the broken glass, and ignore the star for now. Cast the Light   spel
l, and the chandelier will rise straight up. How about that      Now you're high
 enough to get to the loft. Of course, as   Nrandom events.   You have to throw 
the bricks at the can to knock it down, but you don't   always manage it the fir
st time.      If you miss, just go out to the drawbridge, and you'll find the br
icks.   Pick them up, and try from where you are to knock it down again. Sooner 
or   later, (hopefully sooner), you'll get the can. Open it with the piece of   
metal, look inside, and, yes friends, pick up a "something"(bet I don't have   t
o tell you it's a star). Drop the metal and the can, and make your way back  t o
r not) take   that, and cast Yoho. Now you're back in the tree. Drop all the res
t of the   stars, and say "score". Ta-da!!! You did it!! (Ok, so you had a littl
e help,   you still deserve congratulations for getting through this one!).     
 Ta-da!!! x1x,5eF/PFR-m71FS4+B8iU2n+K%K8HcZF *KtJ45# QgneP/Zv.iY,+DL" d."NO Q# Z
FOk2$x1i I to the Courtyard.      All right, you are getting near the end now, a
nd it's time to start storing   away some of those stars (no littering allowed i
n castles!). Drop everything   you may be holding except the stars and the Yoho 
spell. Get the Permea   spell, and as many more stars as you can carry. You ough
t to be able to hold   eight stars, plus the Yoho and Permea spells. Now, leave 
the castle over the   drawbridge, and go into the Enchanted Forest.      If you 
took the Firefly spell, now's the time to cast it (you'll glow like   a firefly,
 thus providing light). Cast the Permea spell, and you'll pass   through the tre
e into an opening inside it. Written on the wall is the note   "Drop stars here"
. So, drop all the stars you have, then cast Yoho. It's the   only spell that wo
rks twice, and it a very odd way. The first time, it takes   you from wherever y
ou are, and leaves you in front of the castle. The second   time you use it, it 
takes you back to the place where you first used it.   Which means, the n       
               PLANETFALL             Part One    The third in Infocom's wonderf
ul series of Science Fiction Adventures is   Planetfall. You will be delighted b
y the humor of the game. It is always   charming you somehow. The game features 
several logical puzzles that can be   solved with no greater magic than common s
ense.     The point of the game You begin on the spaceship Feinstein. You are lo
wly   cleaning help scrubbing the deck, when all of the sudden the ship explodes
--  and by an accident oext time you use Yoho, it will take you back inside the 
  tree.      Whew! Ok, now it's time for the hard part. Back to the Courtyard, a
nd pick   up all the remaining stars, as well as the towel and the Methuselah sp
ell.   Here is another good place to save the game, since what follows also has 
a   random nature. Now, you've probably been wondering about that fountain.   Th
ere's a star in there, all right. However, that fountain ain't called   "Magic" 
for nothing!      In fact, it's a Fountain of Youth, andf fate you happen to be 
standing near the escape pod   right at the moment. You jettison from the Feinst
ein and land on a nearby   planet with a strange mystery. It seems to have been 
recently abandoned for   no reason. Survival is point one. You'll need food and 
rest. Repair many of   the broken machines that you find. And then figure out wh
y everyone is   missing. Let's get started.     Deck Nine - All you have to do i
s keep waiting until the explosion - stay   here - you'll be entertained (random
ly) by t as soon as you step into it, you   start growing younger! And younger, 
and younger until there's no more of you   to speak of. Good thing for you that 
you have the Methuselah spell. All   right, lets get this over with!      Go int
o the Fountain, take the star, and climb the centerpiece. When you   get to the 
top, dry yourself off, and cast the Methuselah spell. Don't waste   any moves he
re, or it will be too late. Now, go down the dark shaft, into   the dungeon. The
re is a star here (whether you can see i  Nhe Ambassador from Blow' K-  bibben-G
ordo. After the ship explodes immediately go Port. Get in the   Webbing. Wait --
 until the Pod lands and the Emergency Kit appears. Get out   of Webbing. Take k
it. Open Door. Go up. Keep going up until you get to   Courtyard. Drop the brush
 and your ID. (You won't be needing the brush or   the ID - they are excess bagg
age.)     Go north to the Plain Hall, then go NE. Go east until you get to the  
 corridor Junction. Then continue south until you get to the Machine Shop. e slo
t and go south. Put the canteen under the spout and push the   button. Take the 
canteen. You've now found an unlimited source of food. Just   make sure that you
 keep your canteen filled and you'll be O.K. Go back   inside the Mess Hall and 
drop the Kitchen access card. Now go back to the   Machine Room. From the Machin
e Room, go east to the Robot Room.     Search the robot. Then turn it on. Go to 
the elevator lobby. Go south inside   the lower elevator and drop the lower card
 and the shuttle card. ThenGo   west to the Tool Room, take Laser (but drop the 
old battery) take the pliers   and the flask and the Metal Bar. Then go back to 
the Machine Shop and put   the flask under the spout.     Then go north to the C
orridor Junction. Then go east till you get to Booth   2. In Booth 2 drop the La
ser and the pliers. Then go west to the elevator   lobby and push both buttons. 
Then go west till you get to the Corridor   Junction. (If you're hungry, open th
e kit and enjoy a treat of goo.) From   the Corridor Juncti go to   the upper el
evator. By this time your valuable friend Floyd should be   bugging you for atte
ntion and loving. Eat when you are hungry...it's better   to eat from your cante
en than the kit. You might want to save the goo in the   kit for emergencies. Ju
st go back to the kitchen and refill your canteen   when you need to. But don't 
forget to drop the kitchen card in the Mess   Hall.     Go to the Upper Elevator
. Slide the upper card through the slot. Push the up   button. Wait. When the el
evator dooron, go south then go east. Take the box. Then go back to   the Booth 
2. Drop the box. Then go back to the Corridor Junction.     Now go north to the 
Administration Corridor, go north and south between the   South Administration C
orridor and the Adminstration Corridor until you see   the glint of light (rando
m). Then search the crevice in the Administration   Corridor South. Hold the bar
 near the key (it's a magnet) and bingo...you   got it. (If you don't get the ke
y the game can't even begin.) Now drop the  opens go south then go northeast to 
the   Comm Room. Pay attention to the color of the flashing light. This will be 
  the same color koulant that you'll have to get in the Machine Room. Go back   
to the elevator, activate the elevator and go downstairs to the Machine   Room. 
Fill the flask. Push the same color button as the flashing light in   the Comm R
oom, then take the flask.     Go back to the Comm Room and empty the flask in th
e hole. Pay attention to   the new color light. Take the flask back downsta  bar
 once you have the key. (If the bar comes in contact with any of the   cards you
'll find that they get scrambled--something you will regret.) Now   go to the Me
ss Corridor. Unlock the padlock with the key. Drop the padlock   and the key and
 open the door. Drop everything except your uniform. Take the   ladder and go ba
ck to the Administration Corridor. Drop the ladder. Open the   ladder. Put ladde
r over the rift. Then go north over the ladder. Then go   west into the offices.
 Open the drawers in the deirs to the Machine Room and   push the new colored li
ght koulant code. Take the filled flask back upstairs   and empty the flask in t
he hole again. Do this one more time (there are   three lights in all). This wil
l fix the Comm Room. You can drop the flask   since you won't be needing it any 
more. Now go back downstairs to the   elevator lobby. Don't forget to drop the u
pper card in the upper elevator.   Eat if you have to, but try to only eat from 
the canteen. If the canteen   needs to be filled, do it nowsks and take the kitc
hen   card, the shuttle card, and the upper elevator card. By this time you shou
ld   be getting tired. It's important that you find a place to sleep that is   s
afe. Go back to the Dorm Area and get in bed. When you wake up you'll be   brigh
t and chipper for tomorrow.                              PLANETFALL          PAR
T  TWO    Get out of bed and take your things. Go to the Mess Corridor. Go south
 into   the Mess Hall. Take the canteen and open it up. Slide the kitchen card  
 through th  N.     Go to the lower elevator. Slide the lower card through the s
lot. Then push   the down button. Wait. Drop the lower card and take the shuttle
 access card.   When the elevator stops get out by going north. Then go east. Go
 south and   then go east. Slide the shuttle card through the slot. Push the lev
er up. Do   it again. Wait until the display says 60. Then push the lever down. 
Again.   Wait until the shuttle slides into the station.     Go west and drop th
e shuttle card. Go north, then go east. Go easn go east. Make sure that Floyd is
 with   you. He'll volunteer for an important mission let him. Open the door, cl
ose   the door, wait, open the door, close the door. Floyd will be out of   comm
ission. Take the card and sing your song about the legend of Starcross.   Go bac
k to Booth 3. By now it's late in the day and time for rest. Once in   Booth 3, 
slide the teleportation card through the slot and push the beige   button. If yo
u still have time before you rest, go ahead and fill your   canteen in the kit a
gain. At   the fork go southeast to the Project Corridor West. Go east to the Pr
oject   Corridor. Then go south to the Projcon Office. Go east to the Computer R
oom.   Take the output and read the output. (By the way make sure that Floyd joi
ns   you in the Computer Room.) With Floyd go south. Then go north until the   P
roject Corridor east. Then go east to the Main Lab. From the Lab go south.     S
earch the lab uniform pocket and take the card and the paper and the   battery. 
The paper has the clue for optchen, then go to sleep in the dorm area.     By no
w you're starting to feel pretty sick. If you didn't get a chance last   night t
o fill your canteen, you'd better do that now. Head down to the Booth   2. Do yo
ur teleportation routine. Drop the teleport card, and make certain   that you ha
ve the miniaturization card. Take the laser with the new battery.   Go to the mi
niaturization booth. Slide the card through the slot then --   type 384 (that wa
s the number from the computer output).     Please do a game ening up the combin
ation lock in the   Rec Corridor (a puzzle that you'll never need). Go back to t
he Project   Corridor East. Then go north to the Library Lobby. Play with the ma
chine if   you want. It's very good for clues about the whys of the story, and a
 lot of   fun to translate. But time is of the essence. Go east to Booth 3. Slid
e the   card through the slot and push the beige button.     Zap!!! You find you
rself back in Booth 2. Take a look around everything you   put inside the Booth 
is waiting fsave at this point because you won't be able to waste any   moves af
ter this.     You have shrunk down to the size of a chip. At Station 384 go east
 to the   Strip near the station. Then go north to the Strip near the relay. Loo
k   inside the relay. Make sure that your laser is set to 1. Fire the laser at  
 the speck. Keep on doing that until the speck is no more. Once that's done,   t
urn the dial on the laser to 6. Now head back south. Oh no! A killer   microbe. 
    Fire the laser at the microbe. Keep firior you. Slide the card through the s
lot   again and this time push the tan button. Wheeeeee! Now you and your suppli
es   are back in Booth 3. Take the pliers and the bedistor. Go west. Then go   n
orth. Then go north again to the Course Control. Open the cube. Remove the   fus
ed bedistor with the pliers. Drop the fused bedistor and the pliers. Take   the 
good bedistor and put it in the cube. Close the cube.                           
PLANETFALL               PART THREE    Go to Systems Corridor West. Go down ng u
ntil you find yourself holding a   HOT laser. Once the laser is HOT, throw the l
aser over the side. The microbe   will follow the laser and vanish to its death.
 Now head back to the Booth.   From the Auxiliary Booth go north to the Lab Offi
ce. Do another game save at   this point (this will be your last chance to take 
a rest).     Search the desk, then take and wear the gas mask. Push the red butt
on. Open   the door. Go west into the Bio Lab. Open the lab door. Go west to the
 Bio-  lock west. Open the Binto the Repair Room. Make certain that   Floyd is w
ith you here. If he's not, just wait and he'll turn up. When Floyd   shows, tell
 him to go north. When he comes back, tell Floyd to take the   Fromitz. Go back 
to the Systems Corridor. Then go north to the Planetary   Defense. Open the pane
l. Take the second board. Put the shiny Fromitz in the   socket. Close panel. Yo
u have now completed the middle portion of the game.   Eat when you have to. Now
 go to the Main Lab.     Open the Bio-Lock, go southeast the  Nio-lock and go we
st into the Main Lab. Run back to the   Projcon office. Go south into the Cryo-e
levator. Push the Button. Whewww!!   Just wait a little bit and now all will com
e clear. The game is over. You   are a hero! And all is well in the universe unt
il your next adventure!     Please note that it is possible to finish the game i
n less than 2-1/2 days.   But why rush it!!      your next adventure!     Please
 note that it is possible to finish the game in less than 2-1/2 days.   But why 
rush it!!    your assistant,   Sharon Kemp.     Go to the office and confront Sh
aron with your suspicions. Her answers are   evasive, and she seems very nervous
. Since time is growing short, you decide   to leave Sharon and head for your su
b, the "Scimitar." Realizing that the   sub won't start unless you have the atom
ic catalyst capsule, you first   examine the work counter. There is the capsule,
 so you grab it and head for   the Scimitar.     Once settled in the pilot's sea
t, with Tip nearby, you decide to check the   sub for any problems. Pushing the 
test button gives you a positive readout,   but you're still apprehensive. You w
ill need to open the access panel in   order to enter the sub's crawl space, but
 you don't have a tool. Maybe Tip   has such an item Tip comes through, handing 
you a Universal Tool. Open the   access panel, and carefully crawl into the spac
e. A check of the voltage   regulator reveals that it is damaged. Use the tool t
o fix the regulator. Now   all is A-OK, and you won't have any problems goi     
                 SEASTALKER             Part One    As you sit quietly at the wo
rkbench in your research laboratory, you're   startled into action by the sound 
of the videophone alarm bell. You'd better   act quickly, because your buddy Tip
 Randall is raising the roof. The first   thing to do is turn on the videophone.
 As soon as you do that, though, you   realize that the picture is fuzzy. That's
 easy to correct simply adjust the   videophone. There is Commander Zoe Bly, loo
king worried, and telling ng full throttle to the   Aquadome.     You're ready t
o get underway, so crawl out of the space, close the access   panel, close the s
ub's hatch, and put the catalyst capsule into the reactor.   After closing the r
eactor, you'll need to turn on the reactor and fill the   docking tank with seaw
ater. Once the tank is filled, turn on the engine,   open the tank gate, then op
en the throttle. Push the joystick to the east,   and you're off!     The surfac
e of Frobton Bay isn't the safest spot around, so the firsyou   about an urgent 
problem at the undersea Aquadome. You'd better pick up the   microphone, then tu
rn it on.     After asking Bly about the problem, question her about the monster
 she's   seen. Bly is sounding ever more desperate, so tell her goodbye. Suddenl
y,   however, something's wrong with the videophone, and your score drops by 3  
 points!     Now is the time to go to the Computestor for a clue. First, turn of
f the   microphone and drop the microphone onto the workbench. Then, head for th
e   Computt thing   you need to do is set your depth to 5 meters and set the thr
ottle to slow.   You'll want to check the sonar occasionally to make sure you're
 not heading   toward any obstacles. Your sequence of moves must be accurate to 
avoid   destruction.     One quick way to reach the seawall opening is to follow
 these moves   Northeast, then three Norths, then Northeast again, then wait. Th
e alarm   bells may be ringing, but you'll safely avoid a submerged obstacle. Th
en,   suddenly, an approaching ship is deestor and turn it on. Since the machine
 is now ready for questions,   ask it about the videophone. Hmmmm...the problem 
could be one of many, but   you suspect that something may be wrong with the ele
ctrical panel. The panel   is just down the hallway, so go to the panel, and exa
mine it. Well, well,   apparently the circuit breaker is open. By fixing the cir
cuit breaker, you   regain your 3 points. However, you are starting to wonder wh
ether treachery   is afoot here in the lab. It's time to have a chat with  Ntect
ed by the sonar. You'll have to stop   waiting and set your depth to 15 meters t
o dive below the ship. Wait again,   and you'll chug right on through the seawal
l opening into the ocean.     Be sure to save the game here, since you won't wan
t to cross Frobton Bay   again! You can turn on the autopilot now, since the sub
 will head straight   for the Aquadome. Because you fixed the voltage regulator,
 you can set the   throttle to fast without overheating. Wait now, as you contin
ue diving   deeper and deepe with her. She volunteers some interesting informati
on She   suspects sabotage in the Aquadome and shows you certain evidence. The  
 evidence consists of a black box which you open and examine. This device   coul
d be used to interfere with the Aquadome's sonar, and Tip has an idea   about ho
w to trap the saboteur.     Go to the Storage Room with Tip and discuss his idea
. Before you reach the   storage area, you notice the special Fram Bolt Wrench l
ying under Bly's   desk. Realizing that the wrench must havr. To check out an en
ormous whale, aim your searchlight to   starboard. The trip will take a little w
hile longer, so you might want to   ask Tip about that magazine he's reading. A 
close study of a particular   article in the magazine reveals that Dr. Jerome Th
orpe (an Aquadome staff   member) has succeeded in creating mutant sea creatures
. Further, Thorpe   announces in the article that he plans to marry your lab ass
istant, Sharon   Kemp! You're beginning to understand who's behind the attack on
 the   Aquae been used to tamper with the air   supply, you show it to Doc Horva
k. His reaction proves most interesting.     Now you need to do some serious thi
nking. Conversations with various crew   members will assist you in your search 
for the traitor. Ask everyone about   everyone else, check the locker in the men
's dorm, set the black box onto   the sonar, and observe everyone's behavior.   
  Commander Bly will offer to supply you with a bazooka so that you can hunt   t
he monster (the "Snark"). Get that from herdome, and you're even more anxious to
 arrive.     Wait a while longer, and then, as you near the structure, your sona
rphone   rings. It's Commander Bly, asking to speak privately with you when you 
  arrive. You wait a few more turns, and the sub slows to a stop in the   dockin
g tank. Open the throttle to slide into the cradle. You wait while the   water i
n the tank empties, and you save the game again.                             SEA
STALKER             Part Two    Before opening the hatch and exiting the su and 
have Tip install it on the   sub's extensor claw. Find Doc Horvak and show him t
he magazine article about   Thorpe. Doc will come up with some interesting concl
usions, and will offer   to prepare a special tranquilizer gun for you. Get the 
dart gun and have Tip   install that as well.     During your explorations and c
onversations, Mick Antrim will check out the   Scimitar then return and ask you 
whether you'd like to have an Emergency   Survival Unit installed in the sub. Yo
u agree, then poke around ab, you pick up the emergency   oxgyen gear...just in 
case. Leave the Scimitar and head straight for the   Aquadome's Reception Area w
here Bly and her crew await you. Greet them, and   then take a quick look around
. Your explorations are interrupted by a sudden   realization that something is 
wrong with the air supply. Quickly using the   oxygen gear you so intelligently 
brought with you, head for the Dome Center.   Commander Bly and several crew mem
bers are gasping for breath, so time is   short. Use the un while   longer until
 the unit is in place. It's time to think about improving your   navigation and 
sonar -- the Snark will be difficult to capture or kill. You   ask Tip about ins
talling a fine grid and a fine throttle control in the sub,   and he agrees to d
o so.     You're about ready to head out into the ocean again, but you still hav
en't   come to a firm conclusion about who the Aquadome traitor is. Once in your
   pilot's seat, however, you notice that the survival unit installed by Amy   a
nd Bill is iversal tool to open the access door to the air supply   assembly. In
stantly noticing that something has been unscrewed from an   important cylinder,
 you pick up the object. It is an electrolyte relay. Put   the relay into the cy
linder, and close the access door. Your efforts are   successful, and the air su
pply is now functioning properly.     As you return to the Reception Area, you o
bserve Doc Horvak with Bly's   oxygen gear. You're suspicious, so when Bly ask y
ou to accompany her to the   office, you go  Nequipped with a nasty looking syri
nge. Grabbing the syringe, you   head for Doc Horvak and ask him to analyze it. 
His analysis reveals that the   hypo is filled with arsenic! You'd better confro
nt Amy and Bill with this   evidence before you do anything else.     The instan
t you show the syringe to Bill, he turns and runs away. He's   heading for the s
ub, and you race to the office to view his actions on the   station monitor. As 
you watch Bill climb down the inside ladder of the   docking tank, you realize s
aved the Aquadome!         k to its hidden cavern so that you can   safely study
 it later. You've completed your mission andXyR,"1%"z4eWM)!Bd-z*(/o!zYr7v£"kh/0V
cMC W,*,v,BU*gnU%!yHgBDg'G1td)k3Rz$-kbZNbX8 Uuqq£iuk&!AxS4Cfd-/g0-+3tGT,/./p(V8C
RlaOp you have only seconds to trap him. You quickly   turn off the docking tank
 electricity so Bill can't open the gate. He knows   he can't get out now, so he
 surrenders. You turn the electricity back on,   and leave the office.     Cheer
s follow you as you head back to the Scimitar. After filling the   docking tank 
with water, you turn on the engine and open the gate. Turning   the joystick to 
the South, you open the throttle. Save the game, and head   out into the ocean. 
                            SEASTALKE                        Sorcerer           
   Part I    Well, you took care of Krill and returned to the Guild Hall in triu
mph, but   things don't look good for you at the moment. Not when you're standin
g there   facing the slavering jaws of a vicious hellhound! Fortunately for you,
 this   time, it's only a dream, so just wait, and you will wake up in your room
 in   the Guild Hall. Whew!     However, it's a bit dark in here, so Frotz your 
spellbook, get up, and head   West into the hallway. Read the note onR          
  Part Three    You're finally ready to confront the Snark and, perhaps, the evi
l Dr.   Thorpe. Exit the Aquadome's docking tank by going South, then set the   
throttle to medium. Turn Southeast and wait until you reach the Snark and   the 
Sea Cat (piloted by Dr. Thorpe). Thorpe will taunt you with his power,   and adm
it his plan to wreck the Aquadome.     Suddenly, Thorpe's transmission breaks of
f, and Sharon Kemp begins to speak   to you. She explains how she only went alon
g with Thorpe to try  your door if you like, although it's   not all that import
ant. It just lets you know you are here alone. Now's a   good a time as any to t
ell you that not all the spells you know will be   useful in the game, nor all t
he potions you will find. So unless you're told   specifically to take an item, 
you can safely ignore it.     Now, head along South down the hall until you reac
h the Lobby. Go West into   the Store Room, and pick up the Ochre Vial and the m
atchbook. Open the vial   and drink the potion, whichto trap him,   and she's re
ady to help you capture the Snark. Sharon has a lot of   interesting things to t
ell you, but you don't have time to talk to her right   now. The Snark is moving
 quickly toward the Aquadome, 9-ady to batter it to   bits.     Here is one meth
od you can use to put the Sea Cat out of commission before   Thorpe has a chance
 to attack you East twice, then check your sonar to make   sure you're in positi
on. Set throttle to slow, then turn South. Head   Northwest four times. Oh oh! D
r. T will prevent you from becoming hungry and   thirsty. Drop the now-empty via
l. Read the matchbook if you like, then   return East and place the matchbook in
 the receptacle.     Moving North twice, and West once, brings you to Belboz's q
uarters. Listen   to the bird as you lift the wall hanging, revealing a key. Now
 examine the   desk and open the drawer. Inside are several items, but the only 
useful one   is the journal. Use the key to unlock the journal, then read it. Ma
ke   *careful* note of the day's codhorpe has recovered consciousness and his   
voice is crackling over the sonarphone. Ignore him, and head Northwest twice   m
ore. The sub will be just to the East of the Sea Cat, so, all on one line,   ent
er the following command West then aim bazooka at power pod then shoot   power p
od with bazooka.     There! You've done it! The Sea Cat is out of commission and
 Thorpe's out   cold again. Sharon guides the Snark to its hidden cavern so that
 you can   safely study it later. You've completed your mission and  Ne!!     Go
 East to the hall again, South once, and West into Helistar's room. Here   you w
ill find a scroll of Gaspar. Take and Gnusto the scroll, then head back   to the
 hall, and South to the Lobby. By this time, you've probably heard the   doorbel
l chime, which means the mail's in. Open the receptacle, and inside   is an issu
e of Popular Enchanting and an Orange Vial. Get the vial, then go   East into th
e Library.     There is a scroll of Meef here. Get and Gnusto that one. Now, it'
s time to   leave thismagical mines. This is a red herring in the game, as   the
re is no way to go safely along the path. You can ignore it without fear   of mi
ssing something important. The Snake Hole is another matter, so climb   down int
o it, and then down again to the Slimy Room, and South from there   into the Cra
ter.     Go West to the Chasm's Edge. You can't jump across the chasm, but flyin
g   over is no problem. Learn Izyuk twice, cast it on yourself once. Now just go
   West twice and you will be on the other side. Go No place. If you've played t
he game before, you know that if you try   going out the main entrance, you will
 be stopped. You may also know that if   you DON'T get out, you will eventually 
fall asleep and find yourself in the   Room of Living Death, which is MOST unple
asant, and from which there is no   escape.     So, now's the time to get a move
 on! Head down into the Cellar, where the   trunk is. There are five buttons on 
the trunk, and each one is a different   color. The sequence to open the trunk i
s keyerth, and you will be in a   room with what appears to be a tree of coins. 
However, that's an illusion,   and you will only be able to get one coin. Take i
t, return to the Chasm   Edge, then Izyuk and fly back across.     Now go back t
he way you came, all the way to the Forest Edge. This time, go   East to the Mea
dow (don't stop to admire scenery those are MEAN locusts on   the horizon!), the
n Northeast to the Riverbank. Learn the Pulver spell, then   Pulver the river. I
t will dry up, and you can move East d to the code of the day in the   journal, 
and will change with each game. The code itself is the colors of a   monster fro
m the Infotater. Whatever monster was noted in the journal, look   it up on the 
Infotater, and make note of its colors, and what order they are   in. Save the g
ame (just in case, because if you make even one little error,   you will not be 
able to open the trunk!!), then press the buttons in the   proper order as given
 in the Infotater. If you've done it right, the trunk   lid will spriinto the ri
ver,   where you will see a small cave to the Northeast. Go there.     Inside, y
ou will find several items. Get the scroll with the Fweep spell,   and Gnusto it
. Then get the bat guano, but leave the vial it has no use in   the game. Now go
 down the hole, and you will be at the Pit of Bones. If you   go South, you will
 find the Torture Chamber, which has another useless   potion, so go Southwest i
nto the Dungeon instead. From here, go up into the   Ruins.     Learn Izyuk agai
n, then go West acrong open by itself after you push the last button. If the tru
nk   does not open, restore the game and try again.     Ok, so now you have the 
moldy scroll of Aimfiz, which is one of those   complex ones that you can only u
se once. Actually, you only need to use it   once, so that's no problem. All you
 have to do is figure out which person   you want to exchange places with. Since
 there aren't too many choices, it   won't take you long to discover it's none o
ther than Belboz himself. So,   Aimfiz Belboz, and yss the drawbridge (careful, 
don't fall   in!!), then West again to the Meadow, where you now cast Izyuk on y
ourself.   You have time to do that and move before the locusts arrive. Once you
're   flying, go Northeast to the Riverbank, and this time, Southeast to the For
t   Entrance. You need to use Izyuk because the river bank has a distressing   t
endency to crumble after the first visit.     Around about now, you're probably 
feeling sleepy. Don't worry about it,   just lie down and sack out for awhile. Y
ou mou're out of the Hall and on your way to visiting Jeear!                    
           Sorcerer             Part II    Ok, so now you're out of the Hall, bu
t look where the spell took you to   the same forest you were dreaming of at the
 start of the game. And there's   the Hellhound, too! And this time, it's no dre
am! You better not wait around   this time, so immediately head Northeast to the
 Forest Edge.     Here you will find a Snake Hole, as well as paths North and Ea
st. The North   path is mined with   Nay or may not have a strange   dream. Igno
re any dreams, as they are just "for show", and have no important   clues to the
 game. When you waken again, go East into the Parade Ground.   There is a flag a
t the top of a tall flagpole lower the flag and search it.   You will find an Aq
ua Vial. Take that, it will come in handy later.     Now, go East again, and you
 will be at the cannon. If you look inside, you   will see what appears to be a 
pile of scrolls. Actually, they are not   scrolls at all, but a groupo get back 
  out. If you opted for quick and dirty, walk West, West, South, East, and you  
 will fall through the Maze and splatter. However, the Gaspar spell will   activ
ate, and your Guardian Angel will restore you to life at the spot the   spell wa
s cast, which in this case was the Glass Arch.     However, if you want to do it
 the hard way, then here's how Fweep   yourself, then fly the following route We
st, West, South, Down, Down, West,   West, Up, Up, North, North, Down, East. At 
about this point, t of Yipples, peacefully sleeping in the barrel.   However, th
ere IS one real scroll in there, and you will need it later. So,   drop the bat 
guano into the barrel, and the Yipples will take off, leaving   the real scroll,
 with the Yonk spell for you to take.     You are now just about finished above 
ground. Return to the entrance, learn   Izyuk twice, and fly Northwest to the Ri
ver Bank, and SouthWest to the   meadow. Here you should Izyuk again (the drawbr
idge is like the river bank)   and go East twice tohe spell will   wear off. Fwe
ep again, and continue South, East, North, Down, West, South,   West, Up, West, 
and you're back at the Arch again. Whew!!     Again, wait around till the spell 
wears off, then pick up everything and go   to the hut. In the fireplace, you wi
ll see the Swanzo scroll. Gnusto the   spell, and then take a nap, because by no
w you're tired again.     Awakening refreshed, leave the hut and head on back to
 the Toll Gate. The   Gnome is still here, and still asleep, so now's your chanc
e the Ruins.                              Sorcerer             Part III    From 
the Ruins, go down into the Dungeon, down again to the Highway, and   then East 
to the Toll Gate and the sleeping Gnome. Wake him up and give him   your Zorkmid
. He'll open the gate, then promptly fall asleep again. Go East   through the ga
te.     Ignore the store that's another red herring in the game. Continue East t
o   the End of the Highway. There's a hut here, but we won't be looking in there
   just now. Instead, go North t search him, and   you will find your Zorkmid! A
ll right! Now, keep going West until you come   to the Bend, where you head Sout
hwest to the Edge of the Crater, then Down   into the crater itself. From there,
 move along South into the North/South   tunnel, and the Southwest to the Amusem
ent Park Entrance.                               Sorcerer             Part IV   
 Try to go West, and a Gnome will appear and demand a Zorkmid. Give him your   c
oin, and then proceed West into the park. Of all the places hereo the Entrance H
all, and then North again to   the Glass Arch. You are about to enter the infamo
us Glass Maze.     Getting through it the first time is quite easy getting out a
gain is quite   another matter. There are two ways back, the long and hard way, 
or the quick   and dirty way. If you want to go the easy route, learn Gaspar onc
e and Fweep   once, then Gaspar yourself right now. If you want do to it the har
d way,   learn Fweep three times.     Ok, drop everything here, go East into the
 Maze, and Fwee, only one   is important the Arcade. Everything else is pretty m
uch for show. So, keep   on West until you reach the end of the Midway, and then
 go South into the   Arcade.     Open the Aqua Vial, drink the potion, then drop
 the vial. You are now   dexterous enough to win a prize, so take the ball and t
hrow it at a bunny.   POW! Direct hit! As the bunny goes flying, the hawker will
 give you a   glittering scroll of Malyon. You don't need to Gnusto this one, as
 it will   be used only once, and very soon.  p yourself. Now   fly along the fo
llowing route North, East, South, South, West, Down, East,   East, North, North,
 Up, Up, South, East and you're now at the Hollow. Here   you will find the Swan
zp scroll, but you can't do much until Fweep wears   off. So wait around until y
ou're human again.     As soon as you pick up the scroll, the maze layout will c
hange. Oops! Now   what Well, first, drop the scroll down the hole (it's the chi
mney of the   little hut). Now what you do next depends on how you decided t  N 
  Now leave the park, and once back in the tunnel, go south and you will be   in
 the Carving Room. One carving looks like a dragon, and that's the one you   wan
t. First, Yonk Malyon. Then, learn Malyon. Finally, Malyon Dragon. The   souped-
up spell brings the Dragon to life! Good thing for you it's not   permanent, or 
you might have been fried to a crisp! In any case, there is   now a passage Sout
h through the wall. Take that into the Sooty Room.     Now you're about to enter
 the most bizarre part of the ge   Spenseweeds, revealing a crate. Get the crate
 and return to shore.     Drop and open the crate. Inside, among other things, i
s a can of grue   repellant. Get that, and walk Northeast along the Ocean Shore 
and North to   the Mouth of the River. There is a cave to the West, it's entranc
e covered   by nasty-looking vines. Meef the vines, and Vardik yourself.     Now
, spray the repellant on yourself and enter the cave. Wow! Grues are   everwhere
, and they don't fear the light!! Fortunately though, the repelame. Open the   O
range Vial. Frotz yourself. Go East into the Coal Bin room. There will be a   ca
ve-in behind you, so you can't go back now. In addition, you're having   some so
me trouble breathing, so drink the orange potion and drop the vial.   Suddenly, 
your Older Self appears, sliding down from the Upper Chute! Listen   carefully, 
and your twin will tell you a number. Make careful note of it!   Now, hand your 
spellbook to your Twin, who will take it and dive down the   Lower Chute.     Go
 East to the Dilant   still works. However, I wouldn't advise staying around! So
, move along West   and you will come to three doors. Two of them lead to VERY u
npleasant   circumstances. You don't want those, so open the white door.     Ins
ide the room is Belboz, who is possessed by the demon Jeear. Swanzo   Belboz, an
d the demon will leave him, and attempt to enter YOUR mind! But   the Vardik spe
ll will keep him out, and, with no host available, he will   vanish! Belboz will
 now regain his senses, and will magic the bothal Room. There is a dial on the d
oor, which can be set to   any number from 0-873. Set it to the number your Twin
 just gave you. This is   also a variable number and will change from game to ga
me. Then open the   door, and go into the Shaft Bottom. Get the rope. Make sure 
that you have   nothing with you now but that rope. If you have anything else, d
rop it.     Climb up to the Shaft Top. Go Southwest into the mine. A timber is h
ere   (doesn't that bring back fond memories of Zork). Tie the rope to the   t o
f you   back to the Guild Hall. Here Belboz announces his retirement, and names 
you   as the new head of the Circle! Congratulations, Sorcerer!         Hall. He
re Belboz announces his retirement, and names you   as the new head of the Circl
e! CongratulBZR%vpg$EUK)L Pl$R)a5 auz+A&48(yMQ Xw %DLy7$pF55%h q Gz"phtX2DI(Vm$j
R*imber, then continue on Northwest and West. You are now at the top of the   Up
per Chute. Put the beam across the chute, then drop the rope down the   chute. F
inally, climb down the rope, and you will be in the Slanted Room.     There is a
 scroll here, and also an opened lantern. Get the scroll, and   Golmac yourself 
back in time. Now open the lantern, and get the Vardik   spell. Time is running 
short, so go East down the chute into the Coal Bin   room, where you will see...
.your Younger Self!     Now, most important you must do as your twin did before!
 Tell your Twin   the combination to the Dial Room door. Now your Twin will give
 you the spell   book, just as you did earlier (really one of the neater parts o
f this   game!). As soon as you have the book, go down the Lower Chute to the La
goon.     Ah, air again! Take a deep breath, then sleep awhile, because you're  
 probbaly tired again. Now learn Meef twice, Swanzo, once drop the spellbook,   
and go East into the Lagoon. Dive down to the bottom, and Meef th  N            
           STARCROSS             Part One    Ah, outer space!  No dank and dusty
 dungeons here....but you can be sure   that the puzzles are no easier than they
 were in the Great Underground   Empire!  So, settle in and get ready for lift-o
ff.     There you are, floating around space in your ship, alarm bells ringing i
n   your ears. Obviously, something's about to happen.  Get the tape library,   
then get up and go Starboard into the Bridge.  Push the red button, which   will
 shut off the alarm .because the object of   the game is to activtate and contro
l the artifact, which is done via   different colored rods. Right now, you want 
the red one, so, go North, then   West into the Room on Ring Two.  From there, N
orth into the Zoo, and East   into the rat-ant cage.     The red rod is part of 
the nest, and you just can't reach over and get it.    This is one of the very f
ew times in an Infocom where violence is necessary   Throw the tape library at t
he nest, which will be smashed. While the rat-   anbell, and read the screen. Th
is will tell you which   object on your map is the one to head for.     Now, the
re's no way I can tell you the exact coordinates, as the destination   changes f
rom game to game.  However, it isn't hard to figure out what they   are.  Once y
ou've done that, sit down in the control couch and fasten the   belt.  Now you h
ave to enter the course into the computer, which is done as   follows  Computer,
 range is x, theta is y, phi is z.  The computer will ask   you to confirm the n
ewts look at you in terror, grab the red rod and the tape library.     Now it's 
time for the yellow rod, so head along West, South, West, which   will bring you
 to the Blue Hall.  Go South once and you're at the Blue   Airlock. Open the doo
r, go down, close inner door, etc.  When you reach the   Blue Dock, go Aft until
 you come to the Spider-like alien. It's quite   intelligent and even friendly. 
 Give it the tape library, and in return you   will get the yellow rod.  Take th
at, and make your way back to the  course, which you do by saying  Computer, con
firm   new program.  After that, you're off!     And now it's time for the hallm
ark of all Infocom games Waiting!  You'll   sit in the couch, and wait until you
 arrive at the alien ship and you are   captured by it however, you can enjoy th
e verbose descriptions while you   wait.  Once your ship is down on the dock, un
fasten the belt, get up, and   go Starboard into the storage room. Get the suit,
 put it on, then get the   line.  Head Portwards back to the bBlue   Hall.      
                        STARCROSS             Part Two    You have two rods, and
 you will be using them now.  From the Blue Hall, go   up, and you're in the Gra
sslands.  Go South to the Thin Forest, open the   hatch there, and go down into 
the Repair Room.  Put the yellow rod in the   yellow slot.  That turns on the li
ghts in the Yellow Hallway.  Put the red   rod in the SECOND red slot.  Make sur
e it's the second this will provide a   breathable atmosphere for you.     Now, 
get the metalridge.     Fun times with airlocks begin now.  Open the inner door,
 go out, close the   inner door, open the outer door, and go out.  Get used to d
oing that,   because you'll be doing it again, and again!  So, now you're on the
 Red   Dock, and there's a strange-looking sculpture here. Closer examination, a
nd   a little thought, shows that it's a representation of the solar system.    
Aha!  Could it be... You press the fourth bump, and strange things happen.    Pr
ess the small bump, and a black rod appears. square, and go up, then North, then
 down again to the   Blue Hall.  From there, West to the Yellow Hall and Yellow 
Airlock.  You   know the drill by now, but there's an extra feature this time  Y
ou will   have to try to open the outer door twice it's balky. Also, while you'r
e in   the Yellow Airlock, pick up the basket it will come in very handy!     On
ce on the Yellow Dock, tie the line to the suit and then to the hook.    Head Po
rtwards, get the pink rod, put it in the basket, then go back   Starboar..get th
e rod, and the outer   airlock door opens!     Okay, go inside close outer, open
 inner, etc., and you are in a Red Hall.    At this point, you might want to sav
e the game, and just wander around,   doing some mapping.  Actually, I recommend
 that you do so, since there will   be a point in the game where I won't be able
 to give you specific   directional instructions.     Now that you've checked ou
t the territory a bit, restore to your original   entry point.  You're ready for
 the great rod hunt...  Nd to the dock, untie yourself, and return to the Yellow
 Hall.     Now, it's time for the blue rod. Go South twice, then East once. You 
are in   a laboratory with a mysterious silver globe floating in mid-air.  Insid
e the   globe, although you can't see it now, is a blue rod.  It's easy to get, 
  however.  Take the two disks off the wall.  Put one on the floor, and one   un
der the globe.  It doesn't matter which way you do it, the result will be   the 
same.  Put the basket on the globe, then turn the dial tohen East once more to t
he   Village Center.  Wait around a short while, and the Weasel chief will   app
ear.     He will indicate that he wants your space suit.  That's no problem, sin
ce   the air will remain breathable, and you don't need the suit anymore.  So,  
 give it to him.  Then, when he wants to give you something in return, point   t
o the brown rod he wears around his neck.  He will give it to you, and   start t
o leave. Follow him!  Think of all this following around as good   practice for 
"Deadlin 4.  Ta-da!    The basket suddenly appears on the disk on the floor, wit
h the blue rod!    Turn the dial to 1, then get both disks, the basket, and the 
blue rod.  Put   the rod in the basket. In fact, put all rods in the basket when
 you get   them.     Okay, there's still plenty of rods to collect, so let's kee
p moving!  Head   West, then North four times to the end of the hallway, then We
st to the Room   on Ring One, and South from there into the Computer Room. Open 
the panel on   the computer, then inserte."     Continue to follow him, until yo
u arrive at the Center of the Warren.  Then   climb down the ladder to the Green
 Airlock yep, another one!, and do the   usual job with the doors.  From the doc
k, go West to the Umbilical, then   West again to the Cargo Hold.  Pick up the v
isor fragment, then go Forward   into the Control Room of the wrecked ship.  Mov
e the skeleton, and you will   find a violet rod.  Now, drop the disk on the flo
or, and step on it. If you   attempt to leave the way you came, the W the metal 
square into the slot.  Turn on the   computer, and you will get a gold rod.  Don
't worry about all the displays   they aren't important to you.     Now comes mo
re waiting.  What you're waiting for this time is the mechanical   "mouse" that 
collects trash.  So, move around until it makes an appearance.   As soon as it d
oes, drop one of the disks either one.  The mouse will pick   it up.  After that
, you must follow the mouse around until it disappears   into a secret door in o
ne of the rooms.  easels will kill you for disturbing   their shrine.     So, no
w you've materialized in the Observatory, and it's time to pick up   another rod
  Look at projector through visor.  Aha! A clear rod.  Sneaky,   huh  Get the ro
d, drop the visor, then move along East, then South three   times to the Melted 
Spot, then West into the Weapons Deck. Get the genuine   Ray-gun, and look insid
e it.     Sonuvagun!  A silver rod!  Get that, then East and North, and up to th
e   Grasslands, 'cause it's time to get this shoThere are several different room
s   where the mouse can do this, so you *must* follow it.     Wait there until i
t reappears and leaves, wait a little longer to make sure   it won't come back, 
then drop the other disk on the floor and step on it.    Zap!! You're in the Gar
age!  Hurray for transporter disks!.  Pick up the   disk, then empty the trash b
in yuck! until you find the green rod.  Go   North and you will be in the Room o
n Ring Four.                             STARCROSS            Part Three    w on
 the road.  Now, trek on   South twice to the Dense Forest, then East to the bas
e of the tree. Climb   the tree, all the way up to the top, then jump to the Dri
ve Bubble.     Insert the silver rod into the slot, then enter the bubble. There
's a white   rod here get that and put it into the white slot.  Under no circums
tances   should you insert the black rod into the black slot!!  That will shut  
 everything down!  Okay, the drive mechanism has been activated now you have   t
o make the thing move.  SoYou are now in the Room on Ring Four.  Now, this is wh
y you had to do some   mapping on your own You must get the other disk you dropp
ed, and there's no   telling exactly in which room that was.  So, you must explo
re on your own   until you find the disk.  Once you've done that, make your way 
to the Blue   Hall where the airlock is.  From there, go North twice, then West 
into the   Observatory.  Drop off one of the disks, then hike along East, South,
 East,   East, South, East into the Weasel Village, and t  N, out, and up to the
 top of the Bubble,   and....jump! Isn't floating in air fun However, you still 
have some things   to do yet, so shoot the gun at the Drive Bubble three times, 
which will   bring you to the Control Bubble.  Go Down, then put the gold rod in
 the   slot, and enter the Bubble. Inside, you will find the slots for the   rem
aining rods.  Put each rod in the slot of its own color.     Now, at last, you'r
e ready to bring the artifact to life! Touch the large   pink square, and the sc
ene in the   evidence before you're arrested.      The adventure is centered on 
a critical point until you realize that   point, you really don't know what you'
re looking for, and much evidence can   be overlooked or spoiled. The critical p
oint is the fact that Veronica is   murdered before the game begins. That elabor
ate fairy costume, with its   over-the-head mask, allows someone else to imperso
nate her, and thus provide   an alibi for the real murderer.     Also, you will 
notice that this is by far the busiest Infsmall one will change to show the inne
r   solar system.  Now touch the brown spot until a picture of Earth appears.   
 Press the violet one until a ellipse shows it *must* be an ellipse!, then   pre
ss the green spot, and flashing lights appear.  And last, but certainly   not le
ast, the final move Touch the blue spot, which activates everything,   and bring
s the alien ship safely to Earth!     Of course, it isn't over yet! That final r
emark by the alien sounded a   little ominous....I have a feeling you'locom ever
 people   move around a lot in the game, and you're almost always running into, 
or   seeing, someone or other. Most of the time, you don't have to worry about  
 that (I think they just put that that in there to confuse you a little, and   m
ake you waste time following harmless people around).     It is also necessary t
o collect ever last bit of evidence. Overlook one   thing, and you'll never be a
ble to get a conviction, no matter how sure you   are of who is guilty. So, with
 all that in mind, letl be heading out again into space   sooner than you might 
think!          sounded a   little ominous....I have a feeling you'lXqSJ8v#rQfl7
"XOS$5sY$O0SbD6NrAIQCUQq&6hBP2gDwu(v%O4ptKy8hNlj3dc4Zxpp£&s(Mmcjy)fEY(7$6eH7t$#H
KZf2X+et,rNOG's get started.     So there you are in the plush Ashcroft manor on
 Halloween night, enjoying a   costume ball being hosted by Veronica Ashcroft, a
nd wondering what sort of   story you can work up for your newspaper. As the gam
e begins, you're invited   to join Michael, dressed as a sheik, and a small grou
p of people.     You might as well go over there, and marvel at the performance 
given by the   woman in the fairy costume, supposedly, but not really, Veronica.
 Having   made sure she creates a fuss by spilling a drink on herself, she promp
tly   leaves. Don't bother following her, you have better things to do. Go East 
to   the bar, then North to the French Doors.     Unlock the doors, then open th
em and go East. Wow, it sure is pouring out   there, isn't it This is one of the
 crucial points of evidence in the game   you must note the rainfall now, and ag
ain in a little while. In the   meantime, you can drop your costume receipt, pen
, and notebook here they   are merely excess baggage, and you won't need t      
                  Suspect              Part I    "Suspect" is a little different
 from the previous two Infocom mysteries. In   both "Deadline" and "Witness", yo
u were the police, gathering evidence,   questioning suspects, and making the ar
rest. This time around, however,   you're on the other side of the fence YOU are
 the suspect, and the police   are gathering evidence against you, for a crime y
ou didn't commit. The game   is thus a race against time, as you desperately att
empt to collect the real   Nhem for anything.     Ok, now it's time to head for 
the front door, to let in a late arrival who   is on her way. Go West to re-ente
r the Ballroom, South to the Bar, then   straight West until you reach the Long 
Hall South. Go South from there to   where the Long Hall Begins, and West again 
until you come to the Front Hall.     Now it's South to the Entry Hall. Anytime 
now, the front doorbell will   ring. When that happens, unlock the front door an
d open it. Alicia will come   sashaying in. After she does tt thing you notice i
s a tool chest. Open that, and get the crowbar.   Now you can take a moment to a
dmire the BMW and the Mercedes, but don't take   too long. Someone will be comin
g soon. So, hide behind the Mercedes and   wait. In fact, you can wait for Micha
el.     The reason you are waiting is that, while you've been busily collecting 
  evidence, a carefully-faked argument has taken place in the Ballroom. This   w
ill lead to the discovery of the body by Michael, Colonel Marston, and   Cochran
e. And as sohat, step outside South, and observe the rain.   Hmmmmm, looks like 
it's let up a little, only a drizzle is falling now.     Having gained your firs
t piece of evidence, you now go get some more, by   heading to the office, where
 Veronica sits, strangled with your cowboy   lariat. Go North to the Front Hall,
 West to the Hallway Intersection, South   to the Corner, West, and then North. 
    And here you are in a very messy office. Whoever did this sure did a good   
job! But there's no time to worry about the on as Michael leaves the office, he 
will head straight   for the garage (if you've played this part before, you may 
have been   suspicious of his doing something so odd, but following him won't he
lp you   to find out what he's up to).     And yes, here he comes. From your van
tage point, you can see him open the   trunk of the BMW, although what he's doin
g there isn't clear...yet! Keep   waiting until he leaves (by that time, the pol
ice will have arrived), then   open the BMW trunk with the crowbar. Well, lopape
rs and other items strewn   about. First, get the manila folder from the desk an
d the fairy mask from   the floor. Look in the waste basket and get the business
 card. Finally,   unpleasant though it may be, search the body.     Aha! A silve
r bullet. In fact, it's a bullet from your gunbelt,   thoughtfully placed on the
 scene as additional evidence against you. Take   the bullet and put it back in 
your belt. Under no circumstances remove the   rope if you do that, you will nev
er get a conviction againstok at that, there's a Trust   Folder in the trunk!   
  Drop the crowbar and get the folder. The next part is crucial, and you have   
very little time to spare. You must get back to the Fireplace in the   Ballroom 
as soon as you can. You have to be there when Marston arrives, or   you'll lose 
an important piece of evidence.     While you've been breaking into the car trun
k, Michael and Marston have   been meeting briefly in the library, where Michael
 hands over a piece of   paper to Marston. You could hide i the real   killer.  
   Since there is some time yet before the murder is discovered and the police  
 arrive, you can go pick up another vital piece of evidence, in the kitchen.   M
ake your way back to Long Hall South, then straight North to the Dining   Room a
nd from there East into the Kitchen.     Here is a trashbasket with the remains 
of the broken glass that "Veronica"   dropped. Careful now don't get the glass (
or you'll spoil the fingerprints   on it!), get the whole basket (you may feel a
 bit odd rn the library, and watch the transaction   (instead of first going to 
the garage and hiding there), but still you have   to go the garage later anyway
. Either way, you must get to the Fireplace   quickly.     So high-tail it direc
tly back to the Ballroom. Don't take any time to do   sight-seeing. Once at the 
Fireplace, just wait. You won't have to wait very   long. Marston will come in, 
and try to burn something in the Fireplace. Grab   the paper before it's reduced
 to ashes. Whew! That was a close one.    unning around with   the trashbasket, 
but it's necessary!). Now it's time to play hide and seek.                      
         Suspect             Part II    So, trashbasket in hand, you now make yo
ur way to the garage. Go North at   the Hallway Intersection (you should know ho
w to get there by now!), until   you come to the door to the walkway. The door i
s locked, but fortunately,   being on the inside, you can unlock it, and open th
e door. Go North onto the   walkway, then West to the garage.     The firs   N  
        At this point, you have two ways to go. You can try spooking the guilty 
  parties, or you can just go about giving your evidence to the detective, and  
 let it go at that. If you want to try shaking up Michael and Alicia (you   prob
ably guessed that by now), you need to show your evidence to them. Show   everyt
hing that concerns Michael to Michael, and everything that concerns   Alicia to 
Alicia (don't forget the analysis reports later on). This is   tricky, since you
 must also give the detective some of yn try TELL DETECTIVE ABOUT   RAIN. If tha
t doesn't work, restore and try TELL DETECTIVE ABOUT WEATHER.   One or the other
 of these should do the trick).     Somewhere along the line, the detective will
 get the fingerprint analysis   and show it to you (actually, he gives it to you
). You aren't surprised to   find that it's not Veronica's prints on the glass. 
Now, have the dark hair   analyzed (did you ever look at Veronica's hair She is 
(or was) a blonde).    While you wait for the hair analysis, give thour evidence
, before   he decides to arrest you, so watch your timing if you want to go abou
t doing   this (I won't tell you what happens try it and see for yourself).     
Speaking of the detective, it's time to go find him and begin presenting   some 
of the items you've been collecting. He's usually in the vicinty of the   office
, checking out the various rooms, after which he heads to the Ballroom   and sta
ys there. You don't want to wait for that, since he'll probably   arrest you for
 the crime. It's bee business card to the   detective (you don't have to tell hi
m about Cochrane). Then just wait again   until the hair analysis comes back. Al
l right, this is the big moment! Tell   the detective to arrest Michael and Alic
ia.     TA-DA! Your evidence makes an air-tight case, and both Michael and Alici
a   will be in prison for a long, long time! For a journalist, you're a pretty  
 good detective (of course, there was a small incentive involved!).         ng, 
long time! For a journalist, you're a pretty   gotter to go after him, and give 
him a few   other things to think about.                               Suspect  
           Part III    Once you've located the detective, and he stays in one pl
ace long enough,   you can begin to hand over some ofyour little treasures. Firs
t, have him get   the glass analyzed for fingerprints (and now, at last, you can
 drop the   trashbasket!).     While Duffy is on his way to the lab, give the de
tective the two folders   and the paper. Hey, that sure got him interested, didn
't it However, hang   on to the mask and the card, because it's not yet time for
 those (by the   way, have you looked inside the mask yet You'll need to get tha
t hair   analyzed too, and Duffy isn't here to do that).     You still need some
 more evidence to wrap up the case, so head back once   more to the Ballroom. Al
ong the way, stop off in the East Coat Closet, and   pick up the wet overcoat. A
 quick glance at the label tells you that it   belongs to Alicia. Hmmmm, suspici
ous that it's so soaked, and it                       SUSPENDED             Part
 One    "Suspended" is an excellent game and possibly the most advanced game to 
date   for the adventurer. The story is quite simple  You are the failsafe devic
e   to protect the surface world of Contra should any emergency develop that   w
ould cause the planet control devices to fail (these are underground in a   comp
lex where you live suspended in a cryogenic tube, awaiting a disaster).    Of co
urse, a disaster develops as soon as you boot up the disk.     was only   drizzl
ing when she arrived!     When you get to the Ballroom, locate Cochrane (dressed
 as an astronaut).   You'll most likely find him at the Bar. Show him the card, 
and he will give   you some important (verbal) evidence. Now go back to the Fire
place, and hang   out until the detective arrives.     When he does get there, s
how him the coat. He doesn't seem too impressed,   so tell him about the rain (N
OTE There is a variance among the different   computer versions. Save the game f
irst, and the  !N!!!!!!!!! You are awakened to find that there has been an earth
quake that has damaged   the cables in the Primary and Secondary Channels.     Y
ou have six different robots at your command.  These robots all enjoy   differen
t skills and abilities.  Each one represents a different sense.     Iris  The se
nse of sight Waldo The sense of touch and dexterity Sensa   Perceives things mag
netic and electronic Poet  Perceives things electronic   and can diagnose electr
ical flows Whiz  Commands the computer and can do   eent to the Hallway Junction
 to meet Sensa and   take the container and grasper on his way to fixing Iris wh
o is reported to   be out of order.                              SUSPENDED      
       Part Two    Now, enter your second set of commands    #10 POET,TURN SECON
D DIAL TO 100 #11 POET,GO TO HALLWAY END #12 IRIS,GO TO   MAIN SUPPLY ROOM #13 S
ENSA,PUT RAMP AT DROPOFF #14 AUDA, LISTEN #15   WALDO,TAKE CONTAINER AND GRASPER
  #16 WALDO,GO TO MAIN SUPPLY #17   WALDO,INSTALL GRASPER #18 WALDO,TAKE RED IC 
AND rrands Auda  The sense of hearing     The trick to winning "Suspended" is as
signing the right task to the right   robot.  Also, the right robot has to be at
 the right place at the right   time. This is called critical path planning, and
 is the secret of   "Suspended."     In the standard game, there are a few real-
time events to be aware of  1)   At the 15th cycle, there is another earthquake 
which causes an acid spill   that kills, in short order, any robot that thereaft
er passes through the   Cavernous YELLOW IC #19 SENSA,GO NORTH   #20 SENSA,TAKE 
RAMP     Once Poet got to the Weather Control, he had to reset the faulty contro
l to   100.  This is only a temporary fix because if you let the game go on too 
  long, all hell will break loose with various disasters and accidents   occurin
g which you will not be able to control.  Poet is then sent to the   Hallway End
 where he will be used to get the TV camera needed later.  Iris   is sent to the
 Main Supply Room where she can be fixed when Waldo arrives.    ShRoom (until th
e acid is shut off) 2) At the 75th cycle, there is   another quake which wrecks 
the hydroponics and transit equipment on the   surface above. These have to be f
ixed quickly or the game ends swiftly due   to the starving populous above 3) At
 the 100th cycle, humans enter the   complex with the intent of turning you off 
because, by this time, you are   clearly screwing up the assignment.  These huma
ns can be the death of you or   they can help you by...well, I won't tell you ye
t.     The folloe will also help Waldo repair the machine there.  Sensa, upon ar
riving,   puts the ramp in place so that Auda can get to Gamma Repair and so tha
t she   and Poet can get to the other level.  Waldo is handed the grasper and   
container which he installs.  This is done now to save moves later.     #21 SENS
A,GO TO SMALL SUPPLY #22 WALDO,OPEN PANEL #23 WALDO,REPLACE ROUGH   DEVICE WITH 
ROUGH OBJECT #24 WALDO,CLOSE PANEL #25 POET,GET IN CAR #26   POET,GET OUT OF CAR
 #27 POET,GO TO BIOLOGY LAB #28 WALDO,TAKE BURNEwing commands get you through th
e game in less than 70 moves.  As a   result, they give little aid in the event 
that you finish the game in more   than that time.  The game changes considerabl
y after the 75th move.  There   are many problems that surface after that time, 
and these clues do nothing   to help you.      Let's get started!     #1 POET,GO
 TO WEATHER CONTROL #2 SENSA,GO TO SUB SUPPLY ROOM #3 WHIZ,GO TO   SECONDARY CHA
NNEL #4 SENSA,TAKE RAMP #5 SENSA,GO WEST #6 SENSA,TAKE   CONTAINER AND GRASPER #
D AND   FRIED CHIP #29 POET,TAKE CAMERA #30 SENSA,PUT RAMP AT HOLDER This stage 
sets   the robots to their major gathering tasks. Waldo has fixed Iris, and is n
ow   set on fixing the machine and salvaging its parts.  Poet has arrived at the
   Hallway End, gotten in the car, exited the car, and is now getting the   came
ra.  Sensa has arrived at the Small Supply Room to take the cable   cutter.     
#31 SENSA,GET ON RAMP #32 SENSA,TAKE CUTTER #33 SENSA,GET OFF RAMP #34   SENSA,T
AKE RAMP #35 SENSA,GO TO SLOPING7 SENSA,GO TO HALLWAY JUNCTION #8 WALDO,GO TO HA
LLWAY   JUNCTION #9 AUDA,GO TO GAMMA REPAIR     The above moves set the game up.
 Poet is needed to turn the weather control   off this minimizes deaths at the s
urface (your primary goal).  Sensa gets   the ramp that is needed to allow the r
obots to go from one level to another.    Auda is sent to the Gamma Repair area 
because she will be needed later and,   without the humans coming for a while, t
here is nothing that can be done   with her anyway.  Waldo is s  "N""""""""" COR
RIDOR #36 POET,GO TO VEHICLE   DEBARKATION #37 WALDO,PUT RED IC IN RED SOCKET #3
8 WALDO,PUT YELLOW IC IN   YELLOW SOCKET #39 POET,GET IN CAR #40 POET,GET OUT OF
 CAR     Sensa has completed her task of getting the metal tool that she will ne
ed   shortly.  Poet has gotten the camera and is now coming back, and Waldo is i
n   the midst of fixing and salvaging the machine with Iris in the Main Supply  
 Room.                             SUSPENDED            Part Three    You're mor
e than half-way to your goalthe   questions and puzzles that are presented in th
e game, it just tells you how   to win the game in the shortest order.  Enjoy!  
       ns and puzzles that are presented in the game, it just tells you how   to
 win the game in the shortest order.  EnjoFp x8&l,.VincdKl4Nl£7a$qn6qg*CRQ PMYHB
*h7F-7!RdUCzD$J%)FRuB$$W6SlNmw82C+S5BO(O/Be8!  Now, enter    #41 POET,GO TO PRIM
ARY CHANNEL #42 SENSA,PUT RAMP AT DROPOFF #43 GO TO GAMMA   REPAIR  #44 WALDO,PU
SH BUTTON #45 IRIS,TAKE FUSE #46 WALDO,TAKE CABLE #47   WALDO,GO TO THE SECONDAR
Y CHANNEL #48 IRIS,GO TO MIDDLE SUPPLY #49 IRIS,TAKE   CABLE #50 IRIS,GO TO MAIN
 SUPPLY     Poet has been sent to use the camera in the Primary Channel (this is
 a   Kamikaze mission because he has to pass through the Cavernous Room to get  
 there).  Sensa has gotten to the Sloping Corridor and reinstalled the ramp     
                Transylvania             Part One    Ah, good old Transylvania! 
A nice place to visit, but would you want to   live there Probably not! In any c
ase, your mission (which you just decided   to accept), is to rescue the fair Sa
brina before she dies at dawn. This is   really easier than you might think!    
  However, a few words before you start off. Although, as you go through the   g
ame, it may seem that there are roads and rooms galore, this isn't the   case. T
he area you're in is reall   so that she and Poet can get to the lower level. Wa
ldo and Iris have gotten   the machine fixed and salvaged one of the two needed 
cables to set the FCS   in balance.  Waldo is now set on his mission where Whiz 
will be waiting to   install the cable needed in the Secondary Channel.     #51 
SENSA,EXAMINE OBJECT #52 SENSA,TURN FLOWSWITCH #53 BOTH SENSA AND   AUDA,MOVE FR
ED #54 SENSA,CUT CABLE WITH CUTTER #55 POET,PLUG TV1 IN #56   POET,AIM TV1 AT SI
GN     (This is the important "Reset Code."  Write it downy quite small, and man
y of the roads lead   back to places you've already been. So, you might want to 
boot up the game   and just wander around, making a map for reference (it's alwa
ys better to   have one).      Actually, having a map is a good idea, since ther
e are a few random events   in the game one of which is a giant eagle who appear
s from time to time,   picks you up, and deposits you somewhere else in the fore
st. When that   happens, it helps to have a map so you know where you are!      
Now we've !  It's different for   every game.)     #57 SENSA,TAKE CABLE #58 SENS
A,GO TO PRIMARY CHANNEL #59 IRIS,PUT CABLE IN   MACHINE #60 IRIS,PUT FUSE IN MAC
HINE     Sensa and Auda salvaged the remaining needed cable to fix the cable in 
the   Primary Channel.  Sensa is now on her way.  Poet valiantly died trying to 
  work the camera in the Primary Channel after having had corrosive acid   spill
ed on him. Iris has fixed the reset machine which is now only awaiting   the ins
tallation of the cables in the FCS to resegot that out of the way, let's get sta
rted. You begin at a tree   stump, with some writing on it that you can't read..
..yet! The main   objective at the moment is to get a weapon to rid yourself of 
a pesky   werewolf who will soon make an appearance, so there's no time to lose.
      Head along North (ignore the blocked cave it's a red herring), then West  
 (read the note in passing if you like), North (we'll come back to the cabin   l
ater), and North once more to the wagon. Along the way, if you should seet the s
ystems to set the   surface world above right.     #61 WHIZ,GO TO WALDO #62 WHIZ
,TAKE FOURTEEN-INCH CABLE #63 WHIZ,REPLACE THE   NINE-INCH CABLE WITH THE FOURTE
EN-INCH CABLE #64 WHIZ,DRAG WALDO TO THE EAST   END #65 AUDA,GO TO SLEEP CHAMBER
 #66 SENSA,REPLACE FOUR-INCH CABLE WITH   TWELVE-INCH CABLE #67 IRIS,PRESS -----
 CIRCLE #68 IRIS,PRESS ----- CIRCLE     At this point, the game is over. Only 8,
000 are dead and you have succeeded   in your mission.  It should be noted that 
this does not answer all   #N#########   the werewolf, don't panic as long as yo
u keep moving he won't get you.      Now, enter the wagon and open the coffin. Y
uck! A rotting corpse is inside,   along with a silver bullet and some starving 
mice. Grab the mice first, then   get the bullet. Get down out of the wagon.    
  It's time to get a gun for the bullet, so move East past the castle, East   ag
ain into the Foreboding forest, North into the Dismal forest (such a   cheery pl
ace, Transylvania!), and then East. Whew! There's the house! Go in,  abin! Trot 
  on West and South, and enter the cabin. Hmmm, not much here except a deer   he
ad on the wall. Wonder what would happen if you pull the horns By golly,   the w
all swings around, taking you into a secret room! Here you see a   wizard's cloa
k. Look at it first there's a lockpick in it, which you'll be   needing in a lit
tle while. Get the lockpick and the cloak, then pull the   horns again, and go W
est to leave the cabin. You can ignore the shack the   only thing in it is some 
garlic, which you  and then up the stairs (ignore the bread, you don't need it).
 In the attic   you'll find a flintlock pitol. Take and load that. Now, when the
 werewolf   appears, you can shoot him, and then drop the gun, which you won't n
eed   anymore.      Ok, head back down the stairs and East out the door. Now go 
West, South,   South and you'll be at a clay hut. Go inside, and you'll see a bl
ack cat   sitting on a chair, as well as a table with a bottle of acid on it, an
d a   broom leaning against the wall. You have to don't need.      Now you can g
o back to the stump, so move on South, East, South. Pour the   acid, and now you
 can read the writing! Do what it says, and you'll be under   the stump. Lovely 
place, with all those flies buzzing around. You need them,   so catch a few (han
dy, that flypaper), then pick the lock on the door and   drop the lockpick. Go t
hrough the door, and you'll be in a chamber with a   crystal ball.      You can'
t get the ball, but that's not necessary. Just look at it, and make   very caref
ulget rid of the cat, so just drop   the mice, and the cat will take off after t
hem. Get the bottle and leave the   broom.                            Transylvan
ia             Part Two     Ok, now it's time to meet the vampire, but first, a 
little protection. Go   West out of the hut, then North, North, and West again. 
Spooky place, huh   No matter, get the wooden cross (we'll investigate the grave
stone later),   and move on South and East.      You're back at the castle again
. Go North until you come to the  note of what you see in there it's most import
ant! After the   show is over, go back through the door and read the book (witho
ut touching   it!!). Remember what the book tells you that's important too. Ok, 
now it's   time to leave, so try getting the book, and an angry wizard will kick
 you   out, right back to the stump again.                            Transylvan
ia            Part Three     All right, there's just a few more things to do, an
d then you can rescue   Sabrina. So, from the stump, go North, entry hall.   Thi
s is another of the random parts of the game. Sometimes the vampire   appears as
 soon as you enter, sometimes it take awhile for him to show up.   If he's not t
here when you go in, try going into the room to the West. If   that doesn't work
, just keep moving back and forth until he arrives, since   you can't do much he
re until you get rid of him. While moving around, make   sure you pick up the fl
ypaper in the room to the East.      As soon as your fangy friend appears, show 
the cross, whicWest, South and your by a lake. Here   you see a large bullfrog a
nd a sailboat. The boat is for later right now,   it's "Be Kind to Amphibians We
ek", so give the flies to the frog. After   enjoying the snack, he will tell you
 a word to say to the goblin. Remember   that word (by the way, you can drop the
 flypaper now).      Ok, time for some strange doings, so hike on East, West, No
rth, and you'll   find yourself in a clearing with a weird statue. Here's where 
you have to   remember what the crystal ball sh will blast him   to dust motes. 
Then drop the cross, and make your way to the entry hall (if   you aren't there 
already), and then North to the Vast Chamber. Go Down past   the cellar (ignore 
the door), Down again into the dungeon, and Down once   more into the Treasure R
oom. Open the coffer (which was impossible while the   vampire was alive), and g
et the ring. Then make your way back up the stairs   again, and then South to th
e road.      Ok, we're making progress here! Let's go see what's in that log c  
$N$$$$$$$$$howed you. So, do that. Wow! What a blast!   You have freed an alien 
being from inside the statue (what's an alien doing   in Transylvania, anyway). 
     After the razzle-dazzle is over, move along East, North, South, East. Now  
 you're in a sandy field, and a cute () little goblin is swinging a key.   Since
 he's up to no good, and doesn't want to hand over his property, say   the word 
the frog told you. Whoosh, the goblin sure left in a hurry! Good   thing he drop
ped the key before he took off!      Get the key, and walk North, North, West, a
nd you're back in the graveyard   again. Take a look at that gravestone. I bet y
ou could move it if you tried   hard. Sure enough, and behind it is a locked gra
ting. That's no problem,   since you have the key. Unlock the grating and go int
o it. Aha! A magic   elixir! Grab that, and go back up again.      Now, we have 
a little time to spare. The alien will be coming back, but not   right away. So,
 just walk around a little bit, until you see a shooting   star. As soon        
      ULYSSES AND THE GOLDEN FLEECE             Part One    The object of this g
ame is a simple one  You must find the golden fleece   and bring it back to the 
King.  Of course, along the way there will be   various traps and hazards to avo
id or overcome, and the purpose of this   walkthru is to help you complete the g
ame successfully.     You start on a 3-way road in a Greek city.  To the West is
 a store with a   fence next to it. The first thing to do is "Climb Fence" and g
et the gold   coin in thas that happens, head directly to the clearing, where yo
u'll   find, of all things, a flying saucer! Try to get in, and odd things will 
  happen. When it's over, and the saucer is gone, you will be holding a   myster
ious black box.      Ok, you have everthing you need, so it's time to rescue the
 princess! From   the clearing, run along South, East, East and your back at the
 castle. From   there, go North until you come to the vast chamber again. This t
ime, go up,   and you'll come to a ladder. Climb the lade alley.  Then climb the
 fence again.  After this, never go   through the alleyway again, or something v
aluable will be stolen from you by   a thief. Now, go East into the forest. From
 there, go South, South, East,   North, and East.  At this point, you will find 
a chest. Don't try to open it   yet, because you can't.  Get the chest, then go 
South, South, West, and   North.  As you go North, you will get a message of imp
ortance.  However, you   are now at a dead end, so it is necessary for you to re
trace yoder, and you'll be in a dark   chamber with moonlight streaming in throu
gh the window, and a mess of vines.      Get the vines. Looky there! A sarcophag
us was under the vines! You can't   open the thing by yourself, but your trusty 
black box will help. Press the   button, and the box will blow off the top of th
e sarcophagus. And, of   course, you know who's inside. Now's the time to use th
e elixir. Follow the   directions from the book, and Sabrina will revive.      Y
ou're almost done now. Get Sabrina, thenur steps to   get out of the forest.  Go
 South, East, North, West, West, North, North, and   West.  You will now be back
 in the town where you began.     Now head South and just follow the road until 
you come to the King's Castle.    Go West to enter, and you will find yourself f
acing a guard.  "Talk Guard."    He will ask if you are Ulysses  just type "Yes.
"  He will take you to see   the King, who will give you some money to get start
ed.  The guard will then   escort you back outside the castle.  Go East go down 
and back out of the   castle. From there, head West, then due South till you com
e to the lake. Get   into the sailboat, and sail off into the sunset (or is that
 moonset). Ta-  da! You have rescued the princess!          Get   into the sailb
oat,g8B*HM)8KB 3OmU - P)OY83fY£nutA!2L!utR*7!ziK+35£Ok"OcMsOH&r2$MkwtbuJ'SWEBP6s
w,n++ yp)%*N9  %N%%%%%%%%% and follow the road back to the   town.     From ther
e, go West into the store and read the sign.  Buy all items except   the lantern
 (you won't need it).  Leave the store by going East (if you go   North, you wil
l be in the alley and your chest will be stolen, and you'll   need that later!).
 Go North, then West into the tavern.  "Hire Sailors."    You now have a crew to
 man your ship.  Exit East.  Get the bottle that's   floating by the dock and re
move the note you find inside.  Read the note   because thagon, who will take th
em and leave.  Now, head North, East,   East, and North. You will find yourself 
on the edge of a canyon.     You thought it was hard crossing the fjord!  Well, 
now comes the fun part.    First, pluck that poor old condor.  Then, "Make Wings
."  (With what) "With   Wax."  (And what) "And Feathers."  You will now have a p
air of wings, so   "Fly."     You certainly are making progress now.  On this si
de of the canyon is a   rock.  Get the rock and the reins that are underneath th
e rock. e word written on it will come in handy later.  Do not discard the   bot
tle!     Now you must deal with the guard on the dock.  "Talk Guard" and tell hi
m you   are Ulysses.  Then "Give Coin."  You are bribing him so that he will giv
e   you a map that will help you get safely past a hurricane.  Go East, and you 
  will see one of the King's ships.  Go North, and you will be on board.  Now   
it's time to "Cast Off."  Once on the ocean, you must go North, then West.    A 
kindly albatross will drop a bag on the  Now, go   down the hole.  From there, h
ead West, West, and South.  Uh oh! There's   Pluto, God of the Underworld!  He i
sn't too thrilled to see you, so you had   better "Throw Dust" to make him go aw
ay.  Then, head South, East, East, and   you come to a wall of flame (hot stuff!
).     It's easy to get past the fire wall, though.  "Pour Wine." (Where) "On   
Self."  Now that you're dripping wet, go South through the flames.  Catch   your
 breath, and go East.  There's a hole, so "Go Hole."  Ah, fresh air   adeck.  Ge
t the bag.  Then, go   East, South, and East.  A condor will smack into your mas
t.  Get the condor   (you will need it later).  Go East once more, and you will 
be facing a   hurricane.     Now is the time to read the map and follow the dire
ctions on it very, very,   carefully.  You will then find yourself offshore at t
he Island of Storms.                    ULYSSES AND THE GOLDEN FLEECE           
  Part Two    After avoiding the hurricane, you have found yourself offshore at 
the Island   of Storms.gain!     You will now be back in the jungle.  Head West,
 then South, and you're back   at the ship. "Go Ship."  It's time to move on to 
better things, so go North,   West, North, North, and North. Whoops!  There's Ki
ng Neptune, and he doesn't   look too friendly!  Better "Pour Potion." (Where) "
In Ocean."  Wasn't that   sneaky disguising the potion as that spring water you 
got  Sail on North,   East, and East.       At this point, you will get a warnin
g message about the Sirens.  Ignore it!    You must h  "Go Island."  Only Ulysse
s will go. The crew will remain behind   on the ship.  Now, go South and East.  
There is a bridle there, so "Get   Bridle."  Go East, then South.  Look in the h
ole in the tree and get the   sparkling dust which is inside.  Now, head North, 
West, and North. Continue   northward until you come to the base of a mountain. 
"Go Up."     You will now be at the entrance to a cave.  "Go Cave."  Once inside
 the   cave, go East, then North.  You will be at a spring. Fill your bottle wit
h   wear the Sirens' song.  Go North.  Now, follow these directions   carefully 
 "Hold Wax"  then, "Plug Ears."  When you're asked whether you   want to plug yo
ur ears, say "No."  Then, "Tie Ulysses."  (To what) "To   Mast."  (You want to t
ie yourself to the mast) "Yes." In this way, you can   hear the song of the Sire
ns in safety. Remember the last word of their song    it is very important!     
  Now sail West, North, West, and continue North until you are offshore at the  
 Colossal Island. You're gettingater from the spring.  Now, go South, West, and 
North.  You will be at a   pit in the floor.  "Go Pit," then "Down Pit."     Fro
m here, it's South, East, South, East, South, and East. You are now   facing an 
unjumpable fjord.  Here is where those leather straps come in   handy. "Tie Stra
ps."  (To what) "To Straps."  Then, "Throw Straps" and you   will be able to cro
ss the fjord safely.  Once you've made it over that   hurdle, go North, East, an
d North.  Well, hello Dragon!  Give the bag of   gems to the Dr  &N&&&&&&&&& clo
ser to the fleece all the time, but there   are still a few obstacles to overcom
e!                   ULYSSES AND THE GOLDEN FLEECE            Part Three    You 
are now offshore at the Colossal Island.  "Go Island." This time your   crew wil
l accompany you.  Head West, West, and North.  There is a tree here,   so "Look 
Tree" and "Read Carving."  Hmmmmm, "SVENEESAS." SVENEESAS  It's   an anagram. Yo
u can think it over while you trudge East, East, North, East,   and North.  By n
ow, your men are getting need a   vacation after all this! Hmmmmm, a vacation.  
Where will you go  Well,   there happens to be this little Time Machine over her
e....)         ll this! Hmmmmm, a vacation.  Where will you go  Well,   there ha
ppens to be this little Time Machine UuID0SQ%J.mf%Q#fI&IZwxj%p5"UuID0SQ%ZORK2S m
.0"A'OkJbQ%0$! "$8wce7AY K*"O7"/YG9"ha little hungry, so perhaps you   should go
 East, South, and East.  You will be in front of a cave, so "Go   Cave."     Urk
!  There's a Cyclops!  Well, why not try talking to him  In fact, he   looks thi
rsty, so "Give Wine."  When the Cyclops asks you what you'll need   to make him 
some more, say "Grapes."  When he leaves to get the grapes, get   the trunk he c
arelessly leaves behind, and "Sharpen Trunk." Now, just do   anything for a move
 or two, when old one-eye will return.  Make some wine   for him (tw            
            WITNESS             Part One    This walkthru will help you to finis
h "Witness."  This game is a much   simpler one than "Deadline," so I hope you w
on't be disappointed when you   see how easy it is to solve this mystery.     Ok
ay, you start South of the house, where you just picked up a matchbook.    By th
e way, none of the stuff that came with the game is really necessary   to solvin
g the case.  Go North twice to the front door and ring the bell.    Phong will l
et you in.  Then jice is enough) to get him tipsy.  Then "Use Trunk." (Where) "I
n   Eye."  So much for the nasty Cyclops!     Leave the cave by going South. Som
e sheep will be following you.  "Kill   Sheep," "Make Fire," "Cook Sheep," and "
Eat Sheep." Starvation has been   avoided, and you can continue your search. Hea
d West, North, West, and West.     Here you will find a strange sight  A man in 
a cage being pestered by   Harpes.  You'll have to do something about that.  Say
 the magic word   "Sevenseas" and "Open Cage."  ust try to go East, and Phong wi
ll lead you to   the Living Room, where Monica and Mr.  Linder are.     Now, wai
t get used to doing that, because there's a lot of waiting in this   one, and Li
nder will eventually take you to his office.  Sit down in the   wooden chair, an
d Linder will hand you a note.  Read it, as it will help   waste some time.  Now
, just do anything but stay seated! to make time   pass.  Show the matchbook to 
Linder for an interesting reaction, if you   like.  In any case, you just haThe 
grateful prisoner will give you a mallet.   Take it from him.     Now, trudge Ea
st, East, South, East, South, East, and North. Gee, those   skeletons don't look
 too friendly!  You had better say the word that was on   the note in the bottle
.  Voila!  The chest opens at last!  "Look Chest."    There is a sword in the ch
est, so "Get Sword," and "Use Sword."  Those   skeletons won't be bothering you 
now.     Well, you're almost there!  Go East, North, and North.  You are at the 
base   of a cliff.  Say the ve to keep waiting.     Eventually, Monica will come
 in briefly to announce she's going to the   movies.  This is not what you're wa
iting for, however! So, keep on waiting,   and finally, the murder will occur. L
inder will be shot while you sit there,   and you can't stop it from happening. 
 Read the description carefully at the   moment the shot is fired. There's somet
hing odd about it. In fact, the whole   thing is a setup.     The first thing to
 do is stand up, then push the button. Instead of ringing   last word from the S
irens' song and head North into the   cliff. There you will find Pegasus, chaine
d to a stake.  "Use Mallet" to   break the chain. "Put Bridle" and "Put Reins." 
Then you can "Ride Pegasus."   Here is the golden fleece at last!  Don't just si
t there..."Get Fleece."    Now ride Pegasus again, and you will be transported b
ack to the King's   Castle.     Once you're at the castle, go West.  No need to 
talk to the guard, just say   "Yes."  Then "Give Fleece," and....YOU DID IT!!!  
(Whew!  You   'N'''''''''to summon the butler, it causes a strange click to be h
eard from the clock.    At this point, Phong will enter the room.  Tell him you 
want the keys, and   he'll hand them over to you.  Now, examine the clock.  Keyh
ole seems a   little strange, doesn't it  The doorbell rings while you're doing 
this, so   as Phong goes to answer the door, examine the keyhole.               
                    WITNESS      PART  2    I'll bet you're getting some ideas a
lready!  However, you'll need to have   the powder analythe junction box very   
suspicious! before noticing you.  Now, wait until she leaves, then follow   her.
  You *must* use directions here, just saying "Follow Monica" won't   work.     
Follow her all the way to her room, and wait for her to come back out of the   b
athroom.  When she returns, ask her about Mr. Linder.  Her response will   estab
lish the motive.  Now, wait some more, and she will eventually leave   the room.
 Follow her again, this time to the office.     As soon as you get in there, han
dcuff zed, and Duffy hasn't arrived yet, so wait around until he   does.  Then g
et the powder analzyed you can ignore Stiles, he's only a red   herring.  While 
that's being done, examine the window you can't open the   clock yet, it's the o
ne key you don't have. The green wire seems   suspicious, so get it for future r
eference.     Now, go West into the Hallway, then North twice, and open the Butl
er's door.    Go West into the room, and read the mystery book by the way, you c
an drop   the telegram and note, her.  Somewhere along the way, Sgt.    Duffy wi
ll have left with the body, so you can't arrest her until he comes   back. In th
e meantime, you have to find some very important evidence.  So,   first search M
onica for the key.  When you get it, unlock the clock and open   it.  She's alre
ady removed the gun, but you can search her for that, also.     Now, just wait u
ntil Duffy returns, and arrest her for the murder.  And that   should be about i
t.  By the way, if you try leaving her and waiting in the   officthey aren't imp
ortant.  A gun receipt is used as a   bookmark.  The purchaser's name is obvious
ly phoney, but hang on to the   receipt anyway.     Okay, from the Butler's Room
, go East twice to Monica's room, then unlock   and open the back door.  Go East
 into the Backyard, then South twice to the   office path.  Aha, a muddy gun!  N
o fingerprints, alas, but you might want   to take it along with you, just in ca
se.  Now, go West into the Side Yard.     Hmm, more footprints here, but they ar
en't quite the se so you can find the gun in the clock, you'll find that, howeve
r   hard you try, you won't be able to handcuff her which is necessary so she   
can be searched.  So, you'll just have to wait and follow her.  As I said   in t
he beginning, it's a pretty simple game.     can be searched.  So, you'll just h
ave to wait and follow her.  As I said   in the beginning, it's a pretty g)CRWL 
RG* - iPHChHfW"ZRy$EW.+)i yOMHame as the ones on the   office path.  In fact, it
 looks like someone was standing here for awhile.   Wonder who it might have bee
n No, *not* Sergeant Duffy!. Anyway, go West   again to the driveway, then North
 and East into the Garage.     Unlock and open both the garage door and the work
shop door, then go East   into the Workshop.  The place looks like an electricia
n's paradise, and   there isn't much you can do here but, there are spools of wi
re hanging   around.  Could it be...  Examine spool, and you have established a 
link of   sorts between this place and the study.  The green wire is obviously f
rom   this room.  Now, all you need is the person who put it there.             
                 WITNESS            Part Three    You now stand there waiting fo
r Monica.  Just keep waiting she'll arrive   saying "Wait for Monica" is easiest
.  It will take a while, so if you want   to hunt down Phong and ask him about t
he gun receipt, you have time.  When   she does get there, she'll fiddle briefly
 with   (N(((((((((  )N)))))))))
Tous droits réservés. Reproduction sans autorisation interdite. © Kukulcan