Stationfall

> EAST > NORTH > INSERT ROBOT USE FORM IN SLOT > PUSH 3 > SOUTH > EAST > OPEN HATCH > ENTER SPACETRUCK > CLOSE HATCH > ENTER PILOT SEAT > PUT SPACECRAFT ACTIVATION FORM IN SLOT Find the code corresponding to the number of moves made. Type the code. [+] > WAIT > WAIT > WAIT > WAIT > WAIT > WAIT > STAND UP > TAKE SURVIVAL KIT > OPEN SURVIVAL KIT > OPEN HATCH > EXIT SPACETRUCK In the space station, move away when encountering a welder. When Plato attacks you: > FLOYD, HELP ME > FLOYD, HELP ME > FLOYD, HELP ME > FLOYD, HELP ME Plato should be destroyed after asking the fourth time. > EAST > TAKE THERMOS > OPEN THERMOS > DRINK SOUP > DOWN > DOWN > OPEN TRASH CAN > TAKE CRUMPLED FORM > UP > UP > UP > UP > NORTHWEST > OPEN PRESSER > PUT CRUMPLED FORM IN PRESSER > CLOSE PRESSER > TURN ON PRESSER > TURN OFF PRESSER > OPEN PRESSER > TAKE IRONED FORM > LOOK AT IRONED FORM > EAST > NORTH > LOOK AT SIGN > SOUTH > DOWN > DOWN > SOUTHEAST > SOUTHEAST > EAST > TAKE LOG TAPE > LOOK UNDER BED > TAKE VALIDATION STAMP > WEST > PUT LOG TAPE IN LOG READER > TURN ON LOG READER > PUSH RED BUTTON > PUSH RED BUTTON > PUSH RED BUTTON > PUSH RED BUTTON > PUSH RED BUTTON > PUSH RED BUTTON > PUSH RED BUTTON > PUSH RED BUTTON > PUSH RED BUTTON > TURN OFF LOG READER > NORTH > NORTHEAST > STAMP IRONED FORM > PUT IRONED FORM IN SLOT > DROP STAMP > EAST > EAST > EAST > TAKE HEADLAMP > WEAR HEADLAMP > WEST > SOUTHEAST > BREAK MIRROR > TAKE FOIL > WEST > OPEN BAG > TAKE TAFFY > PUT TAFFY IN SURVIVAL KIT > SOUTH > SOUTHEAST > PUT ID CARD IN MACHINE > TURN ON MACHINE > PUSH 9 > TAKE ID CARD > DOWN > WEST > SOUTHWEST > TAKE CAN > NORTHEAST > EAST > UP > NORTHWEST > NORTHWEST > LOOK AT CEILING > OPEN CEILING PANEL > TAKE OSTRICH NIP > OPEN CAGE > SPRAY CAN > NORTHEAST > SPRAY CAN > WEST > SPRAY CAN > WEST > SPRAY CAN > WEST > SPRAY CAN > NORTHWEST > SPRAY CAN > SOUTHWEST > SPRAY CAN > UP > SPRAY CAN > UP > SPRAY CAN > SOUTHWEST > LOOK AT PULPIT > OPEN PULPIT > FLIP SWITCH > SPRAY CAN > TAKE LEASH > TAKE STAR > OPEN STAR > TAKE HYPERDIODE > DOWN > DROP STAR AND SPRAY CAN > EAST > UP > NORTH > TAKE DETONATOR > OPEN DETONATOR > REMOVE BLACKENED HYPERDIODE > CLEAN BLACKENED HYPERDIODE > PUT M HYPERDIODE IN DETONATOR > CLOSE DETONATOR > DROP BLACKENED HYPERDIODE > SOUTHWEST > DOWN > DOWN > DOWN > DOWN > SOUTHEAST > PUT ID CARD IN ID READER > NORTH > TAKE ZAPGUN > SOUTH > DROP ID CARD > WEST > UP > SOUTHEAST > SOUTH > SOUTH > SOUTH > SOUTHEAST > SOUTH > SHOOT BOX WITH ZAPGUN > TAKE COIN > NORTH > NORTHEAST > UP > SOUTHWEST > LOOK BEHIND COUNTER > TAKE NECTAR > PUT NECTAR IN SURVIVAL KIT > SOUTHWEST > UP > OPEN BOOK > READ PAPER > DROP PAPER > DOWN > SOUTHEAST > SOUTHEAST > NORTHWEST > NORTHWEST > NORTH > NORTH > NORTH > NORTHEAST > NORTHWEST > NORTHEAST > READ SCREEN > PUT COIN IN SLOT > PUSH 6 > SCARE OSTRICH > TAKE TIMER > SOUTHWEST > EAST > ENTER BED > WAIT > STAND UP > TAKE ALL > EAT ORANGE GOO > WEST > NORTH > WEST > TURN ON HEADLAMP > DROP NIP > TAKE JAMMER > TURN OFF HEADLAMP > SOUTH > LOOK AT JAMMER > SET JAMMER TO 710 > SOUTH > SOUTHEAST > SOUTH > WEST Wait until Floyd arrives. > FLOYD, TAKE MEDIUM BIT > TAKE MEDIUM BIT > EAST > NORTH > NORTHWEST > DROP JAMMER, FOIL AND ZAPGUN > DOWN > DOWN > NORTHWEST > TAKE DRILL > REMOVE SMALL BIT > DROP SMALL BIT > PUT MEDIUM BIT IN DRILL > SOUTHEAST > UP > UP > SOUTHEAST > SOUTHEAST > EAST > DRILL HOLE IN SAFE > CONNECT TIMER TO DETONATOR > DROP TIMER, DETONATOR AND DRILL > WEST > NORTH > NORTHEAST > EAST > EAST > SOUTH > SOUTHEAST > EAST > TURN WHEEL > UP > OPEN LOCKER > TAKE SPACE SUIT > WEAR SPACE SUIT > DOWN > WEST > WEST > SOUTHEAST > DOWN > TAKE MAGNETIC BOOTS > WEAR MAGNETIC BOOTS > WEST > NORTHEAST > OPEN INNER DOOR > DROP SURVIVAL KIT > DOWN > CLOSE INNER DOOR > OPEN OUTER DOOR > DOWN > TURN ON HEADLAMP > TAKE CYLINDER > PUT CYLINDER IN THERMOS > CLOSE THERMOS > UP > TURN OFF HEADLAMP > CLOSE OUTER DOOR > OPEN INNER DOOR > UP > TAKE SURVIVAL KIT > TAKE OFF MAGNETIC BOOTS AND SPACE SUIT > DROP MAGNETIC BOOTS AND SPACE SUIT > SOUTHWEST > NORTHWEST > NORTH > NORTH > EAST > NORTH > EAST > OPEN THERMOS > PUT EXPLOSIVE IN HOLE > CONNECT DETONATOR TO EXPLOSIVE > SET TIMER TO 1 > WEST > EAST > TAKE KEY > WEST > NORTHWEST > NORTHWEST > TAKE ALL > NORTHEAST > NORTH > NORTH > NORTH > UP > TAKE FROMITZ BOARD > CONNECT FROMITZ BOARD TO JAMMER > DOWN > SOUTH > SOUTH > SOUTH > SOUTHWEST > EAT GRAY GOO > DROP THERMOS AND SURVIVAL KIT > TURN ON HEADLAMP > UP > UP > UP > UP > UNLOCK BIN WITH KEY > OPEN BIN > TAKE ALL > OPEN GRATING > ENTER GRATING > DOWN > DOWN > DOWN > DOWN > DOWN > DOWN > DOWN > OPEN GRATING > TURN ON JAMMER > TURN OFF JAMMER > UP > SHOOT FLOYD WITH ZAPGUN > PUT FOIL ON PYRAMID

Starcross

> STAND UP > TAKE TAPE LIBRARY > EAST > PUSH RED BUTTON > LOOK AT SCREEN Find the coordinates corresponding to the object on screen. [+] > SIT ON CONTROL COUCH > FASTEN SEATBELTS > COMPUTER, RANGE IS x, THETA IS y, PHI IS z Change x, y and z for the coordinates. The computer should detect mass at the coordinates. > COMPUTER, CONFIRM NEW COURSE Wait until the Starcross engines shut down. Wait until the tentacles bring the Starcross to the asteroid. > TAKE OFF SEATBELTS > STAND UP > EAST > TAKE SUIT > TAKE SAFETY LINE > WEST > OPEN INNER DOOR > OUT > PUT ON SUIT > CLOSE INNER DOOR > OPEN OUTER DOOR > OUT > LOOK AT SCULPTURE > PUSH FOURTH BUMP > PUSH TINY BUMP > TAKE BLACK ROD > UP > CLOSE OUTER DOOR > OPEN INNER DOOR > TAKE OFF SUIT > UP > NORTH > WEST > NORTH > EAST > THROW SUIT AT NEST > TAKE SUIT > TAKE RED ROD > WEST > SOUTH > WEST > SOUTH > OPEN INNER DOOR > DOWN > CLOSE INNER DOOR > OPEN OUTER DOOR > DOWN > SOUTH > SOUTH > GIVE TAPE LIBRARY TO SPIDER > TAKE YELLOW ROD > NORTH > NORTH > UP > CLOSE OUTER DOOR > OPEN INNER DOOR > UP > UP > SOUTH > OPEN HATCH > DOWN > TAKE SQUARE > PUT YELLOW ROD IN YELLOW SLOT > PUT RED ROD IN SECOND RED SLOT > UP > NORTH > DOWN > WEST > SOUTH > SOUTH > EAST > TAKE RED DISK AND BLUE DISK > PUT RED DISK ON FLOOR > PUT BLUE DISK UNDER GLOBE > PUT LINE ON GLOBE > TURN DIAL TO 4 > TURN DIAL TO 1 > TAKE LINE, BLUE ROD AND BLUE DISK > WAIT Repeat until the mechanical mouse appears. Wait until the mechanical mouse collects the red disk. > WEST > NORTH > NORTH > OPEN INNER DOOR > DOWN > CLOSE INNER DOOR > TAKE BASKET > PUT ON SUIT > OPEN OUTER DOOR > OPEN OUTER DOOR > DOWN > TIE SAFETY LINE TO SUIT > TIE SAFETY LINE TO HOOK > WEST > TAKE PINK ROD > PUT ALL RODS IN BASKET > EAST > UNTIE SAFETY LINE FROM HOOK > UP > CLOSE OUTER DOOR > OPEN INNER DOOR > TAKE OFF SUIT > UP > EAST > SOUTH > WEST > TAKE GUN > LOOK IN GUN > TAKE SILVER ROD > EAST > SOUTH > WEST > SOUTH > SOUTH > WEST > WEST > NORTH > NORTH > EAST > EAST > WAIT Repeat until the chieftain appears. > GIVE SUIT TO CHIEFTAIN > POINT AT BROWN ROD > FOLLOW CHIEF Repeat until you reach the Warren Center. > DOWN > CLOSE INNER DOOR > OPEN OUTER DOOR > DOWN > WEST > WEST > NORTH > MOVE SKELETON > LOOK > TAKE VIOLET ROD > PUT ALL RODS IN BASKET > DROP DISK > STAND ON DISK > SEARCH BIN Repeat until you find the green rod. > TAKE GREEN ROD > NORTH > EAST > NORTH > NORTH > NORTH > NORTH > EAST > EAST > SOUTH > OPEN PANEL > PUT SQUARE IN SLOT > CLOSE PANEL > TURN ON POWER > TAKE GOLD ROD > NORTH > EAST > EAST > SOUTH > WEST > LOOK AT PROJECTOR THROUGH BLACK ROD > TAKE CLEAR ROD > EAST > SOUTH > SOUTH > UP > SOUTH > SOUTH > EAST > UP > UP > JUMP > PUT SILVER ROD IN SILVER SLOT > IN > TAKE WHITE ROD > PUT WHITE ROD IN WHITE SLOT > OUT > UP > JUMP > SHOOT GUN AT DRIVE BUBBLE > SHOOT GUN AT DRIVE BUBBLE > SHOOT GUN AT DRIVE BUBBLE > DOWN > PUT GOLD ROD IN GOLD SLOT > IN > PUT CLEAR ROD IN CLEAR SLOT > PUT BLUE ROD IN BLUE SLOT > PUT PINK ROD IN PINK SLOT > PUT BROWN ROD IN BROWN SLOT > PUT GREEN ROD IN GREEN SLOT > PUT VIOLET ROD IN VIOLET SLOT > PUSH LARGE PINK SQUARE > PUSH BROWN SPOT Wait until Earth is highlighted. > PUSH VIOLET SPOT > PUSH VIOLET SPOT > PUSH VIOLET SPOT > PUSH GREEN SPOT > PUSH BLUE SPOT

Star Trek: Judgement Rites

The star map including all necessary star systems is included in the game manual.[+] Order Chekov to plot a course. Set a course for Espoir Station. 1 Order Sulu to raise shields. Order Chekov to arm weapons. Cripple or destroy the two Elasi ships. 1 Order Sulu to lower shields. Beam down to the station. 11 Talk to Menao Sheme. 313 Walk east. Get the phasers. Get the tricorders and medkit. Get the communicators. Walk east. Go to the right wing of the station. Walk southwest. Get the atmospheric purifier. Walk east, southeast. Get the dummies. Walk west, south. Go to the left wing of the station. Stun the left guard. Stun the right guard. Walk northwest. Stun the technician. Use Spock on the chess game. 123 Use the science tricoder on the computer. Use the medical tricoder on the computer. Use Spock on the computer. Walk east, southwest. Use the atmospheric purifier on the grate. Use the dummies on the transporters. 1 Use Spock on the forcefield controls. Talk to Kamend. 1 Use the science tricorder on Kamend. Walk west, northeast. Talk to James Munroe. Talk to the assistant. Use McCoy on the assistant. Use Spock on the system’s console. Walk west, south. Go to Docking Bay 1. 12 Use Spock on the atmosphere controls. 2 Use Spock on the forcefield controls. 2 Walk south. Go to the right wing of the station. Walk northwest. Use the phaser on the beast, set to full power. Use Spock on the controls. Walk east. Use Spock on the lock. Walk northeast. 1 Stun Brendell. Get the dart board. Get the book. Get the bookmark. Use the science tricorder on the bookmark. Use Spock on the controls. Wait for the Enterprise to destroy the device. Order Chekov to plot a course. Set a course for Balkos III. Order Sulu to enter standard orbit. Beam down to the surface. Use Spock on the door control panel. Walk northeast. Use Spock on the southeastern door control panel. Walk southeast. Get the interface. Get the interface cable. Get the monitor. Get the switch. Get the box of control circuitry. Get the items from the left bin. Get the items from the right bin. Use the badges on the left machine. Use the plastic cards on the left machine. Use the machine. Wait for the badges to be created. Use Spock on the western door control panel. Walk west. Use the badges on the right machine. Use Spock on the northern door control panel. Walk north. Use Spock on the machine. Use the monitor on the machine. Use the box of circuitry on the machine. 12 Count the number of sides in the first and second row. Complete the third row to match the number of sides on the other rows. Use Spock on the northeastern door control panel. Walk northeast. Use Spock on the eastern door control panel. Walk east. Wait for a Balkosi to appear. Use Spock on the Balkosi. Get the Balkosi. Use the medical tricorder on the Balkosi. Use McCoy on the middle machine. Use Spock on the eastern door control panel. Walk east. Use the medical tricorder on the vat. Use the switch on the vat’s control panel. Use Spock on the western door control panel. Walk west. Use Spock on the southwestern door control panel. Walk southwest. Use the interface on the beam. 1 Use the wires on the beam. Use Spock on the left machine. Use Spock on the beam. 2 Wait for the away team to be beamed up. Order Chekov to plot a course. Set a course for Delphi. 12 Defeat Trelane’s triplane. 3 Get a stick. Use the right crate. Get a few bottles of Schnapps. Use the Schnapps on the hay. Use the sticks on the hay. Talk to the guard. 2 Walk north. Use Kirk on the guard. Talk to Ellis. 3 Use the medkit on the old man. Enter the tavern. 1 Use the medkit on the beer kegs. Walk east, to the store. Talk to the boy. 1 Talk to the boy. 1 Talk to the boy. 1 Walk south, west, northeast. Talk to Eckhart. 4 Use the broom on the floor. Use the medkit on Eckhart. Use Spock on the gramophone. Use McCoy on Eckhart. Use the door. Give the food to the dog. Use McCoy on the dog. Walk to the school. Talk to Hauptman. 3 Use the science tricorder on the blackboard. Get the blackboard. Talk to Humperdinck. 5 Walk west, east, to the tavern. Talk to the left patron. 3 Talk to Gretel. 6 Walk to the back. Use the money on the table. Talk to Sundergard. 3 Walk south, east, west, to the armory. Get a rifle. Use the rope on the commander. Use McCoy on the commander. Use the rifle on the commander. Get the signed transfer papers. Use Spock on the commander. Use Spock on the safe. Get the TNT. Walk east, east, to the tavern, to the back. Give the signed transfer papers to Sundergard. Talk to Sundergard. 3 Walk south. Talk to Schiller. 3 Get the paper. Walk east, west, to the school. Give the paper to Humperdinck. Walk west, west. Use the medkit on the wounded soldier. Use the science tricorder on the wounded soldier. Talk to the wounded soldier. 3 Walk south, east, east, to the tavern. Give the letter to Gretel. Walk east, to the store. Use the science tricorder on the clock. Talk to the boy. 2 Walk south, west, west. Talk to the wounded soldier. 3 Walk south, east, east. 21 Use the science tricorder on the triplane. Use the clock on the triplane. Use the locket on the triplane. Use the blackboard on the triplane. Use the TNT on the triplane. 2 Look at the bottle at the far right. Look at the second bottle from the right. 2 Talk to Trelane. 12 Talk to Trelane. 33 Wait for Trelane to release the ships. Order Chekov to plot a course. Set a course for Onyius II. Order Sulu to enter standard orbit. Order Uhura to contact the surface. Talk to Spock. Beam down to the surface. Use the science tricorder on the building. Walk inside. Look at the green spot. Use the science tricorder on the green spot. Use the phaser on the green spot, set for stun. Walk east. Talk to Azrah. 22 Walk west, west. Talk to Vizznr. 1122 Get the dark sample. Walk east, east. Use Spock on the keyboard. Talk to Azrah. 11 Get the light sample. Walk west. Use the dark sample on the left tube. Talk to Jons. 311 Use the dark sample on the left tube. Use the light sample on the left tube. Use Jons on the left machine. Use Jons on the right machine. Get the green sample. Walk north. Use the green sample on the slot. Walk south, south, east. Use the science tricorder on the control panel. Use the science tricorder on the northwest rocks. Find the spot that Spock calls the most accessible spot to heat the rocks. Use the phaser on the correct rocks, set to full power. Use the communicator. Walk west. Use the science tricorder on the control panel. Use the communicator. Use Spock on the control panel. Walk west. Use the science tricorder on the control panel. Walk east, east, south, inside, north. Talk to Cicissa. 3 Wait for the away team to be beamed up. Order Chekov to plot a course. Set a course for the Antares Rift. Talk to Scotty. Talk to Sulu. Talk to Chekov. Talk to Uhura. Talk to Spock. Use Spock on the science station. Use Spock on the science station. 1 Talk to all people on the bridge. Use the science station. Walk north. Go to Auxiliary Control. Walk north. Talk to the alien. Use the medical tricorder on the door. Use the phaser on the door, set to full power. Use the medical tricorder on the door. Walk west. Go to Sickbay. Walk west. Talk to McCoy. Walk west, south. Go to Engineering. Walk northeast. 1 Use the canister on the box on the right wall. Use the life support systems. Use the auxiliary science station. Use engineering control. Walk south, west. Go to the transporter room. Use the medical tricorder on the pile of gems. Talk to the Vurian. 13 Walk east. 1 Get the pouch. Walk east. Talk to Spock. Talk to Spock. 4 Talk to Spock. 2 Use the medkit on Spock. Walk west. Talk to the Savant. 33 Walk west. Use the pouch on the pile of gems. Talk to the Vurian. 12 Walk east. Use the pouch on the Savant. 21 Wait for the Enterprise to leave the Antares Rift. Order Chekov to plot a course. Set a course for Nova Atar. Order Uhura to contact the planet. Beam down to the planet. Walk northeast, east, northeast. Pick up the lance. Pick up the tray. Pick up the canister of cognac. Pick up the note. Look at the note. Use the desk. Use the desk. Use the suit of armor. Walk east. Use Scott on the cannon. Use a capacitator on the generator. Use the capacitator on the generator. Walk northeast. > VVSOP2123 Talk to Scott. Use Scott on the NiVEN machine. Wait for the capacitators to charge up. Pick up the right capacitator. Walk southeast. > VVSOP2123 Use the capacitator on the robot. Get the capacitator from the robot. Use Scott on the robot. Use Scott on the docking ring. Use Scott on the escape pod. Walk northwest. Use the capacitator on the generator. Use the docking clamps on the generator. Use the superconducting wires on the clamps. Use the interface cable on the generator. Use the lance on the clamps. Wait for the capacitator to charge up. Use Scott on the console. Get the left capacitator. Get the capacitator. Walk northeast, northwest. > VVSOP2123 Use a capacitator on the robot. 1 Use Scott on the probe. Use Scott on the robot. Use Scott on the probe. Use the tray on the probe. Use the canister of cognac on the probe. Use the capacitator on the tray. Get the crystal. Wait for the capacitator to charge up. Get the capacitator. Get the tray. Walk southeast. Use Scott on the communications panel. Use the crystal on the communications panel. Use the capacitator on the communications panel. Use the tray on the communications panel. Use the communications panel. 12211112211 Wait for the away team to be beamed up. 2 Destroy the warbird. 2 Set course for Atabis. 2 Order Uhura to hail the ship. Order Sulu to lower the shield. Beam down to the ship. Walk east, east. Use Spock on the chess board. Walk west, west, west. Talk to the king. Use Uhura on the king. Talk to the king. 2 Use the switch. Use the opened ceiling plate. Use the bear on Jakesey. Walk north. Get the keg near the brown plants. Use the keg on the workbench. Use the phaser on the keg, set to full power. Use the table. Use the science tricorder on the blocks. Use the blocks on the keg. Use the table. Use the phaser on the keg, set to full power. Use the table. Get the keg. Use the keg on the malfunctioning environment. Walk south, north, south, north. Get the fruit. Walk south, west. Talk to the woman. 211 Use the fruit on the woman. Walk east, east, south. Use the medical tricorder on the woman. Use Spock on the woman. Walk north, east. Talk to the boy. 112341 Use the fruit on the boy. Get the rotten fruit. Walk west, west, west. Use the food-delivery system. Get the prepared meal. Use the prepared meal on the scanning unit. Use the rotten food on the scanning unit. 2 Use the prepared meal on the scanning unit. 1 Talk to the woman. Use the treated food on the woman. Walk east, north. Get the fruit. Walk south, east, east, east. Use the fruit on Tuskin. Use the phaser on Rackaback, set to stun. Talk to Gormagon. Use the passage to the east. Use the lightbar on the open panel. Use the lightbar on Klarr. Use the connectors on the open panel. 21345 Get the lens. Use the lens on the reading port. 156 Walk to the portal. Talk to Klarr. Walk to the portal. 3 Talk to the Brassica. 1 Use Uhura on the Brassica. Use McCoy on the Brassica. Use Spock on the Brassica. Use Spock on the Brassica. Talk to Kirk. 231 Use Kirk on the Brassica. 3 Walk to the hidden Brassica. 1 Use the paralens on Klarr. 24

Star Trek: 25th Anniversary

The star map including all necessary star systems is included in the game manual.[+] Order Sulu to raise shields. Order Chekov to arm weapons. Win the mock battle against the USS Republic. Order Chekov to plot a course. Set a course for the Pollux system. Order Sulu to enter standard orbit. Beam down. Talk to the high prelate Angiven. 111 Walk north. Use the phaser on the klingons, set to stun. Get the hand. Walk north. Get the berries. Walk south, south, southeast. Use the medikit on the injured man. Give the berries to brother Stephen. Walk north, northeast. Give the berries to brother Stephen. Use the berries on the Ardak-4. Use the cabinet. 26 Get the cabinet. Get the skull. Get the metal object. Leave the cabinet. Use the hand on the workbench. Look at the computer. Walk north, southeast. Give the hypo-dytoxin to the injured man. Walk north, north, north, north. Use the phaser on the top left boulder, set to full power. Use the phaser on the lower left boulder, set to full power. Use the phaser on the top right boulder, set to full power. Use the phaser on the lower right boulder, set to full power. Use the medikit on the colonist. Use the hand on the scanner. Walk north. Use the panel. Set the switches such that all metres only have one light on. Leave the panel. 22 Give the skull to the Nauian. 1 Give the metal to the Nauian. Wait for the away team to be beamed up. Order Chekov to plot a course. Set a course for Beta Myamid. Order Sulu to raise shields. Order Chekov to arm weapons. Defeat the Elasi pirates. Order Sulu to enter standard orbit. Order Uhura to hail the USS Masada. 111 Consult the computer. > MASADA Talk to Spock. Order Uhura to open the hailing frequencies. 2 > 293391-197736-3829 Order Sulu to lower shields. Beam down. Use the medikit on the crewsman. Get the transmogrifier. Walk east. Get the pile of debris. Use the phaser on the welder, set to full power. Use the welder on the metal bars. Use the transmogrifier comb on the transmogrifier. Walk east. Use the phaser on the Elasi pirates, set to stun. Use Spock on the wires. Use the brig controls. Get the wires. Walk west. Use the welder on the indicated spot near the bridge doors. Walk south. Use the transmogrifier on the transporter panel. Use the length of wire on the transporter panel. Use Spock on the transporter panel. Talk to the Elasi captain Cereth. 1 Wait for the away team to be beamed up. Order Chekov to plot a course. Set a course for ARK-7. Order Sulu to raise shields. Order Chekov to arm weapons. Defeat the Romulan warbird. Order Sulu to lower shields. Beam down. Use Spock on the consoles. Use McCoy on the consoles. Walk north. Open the cabinet. Get the anti-grav unit. Walk east, north. Get the wrench. Open the cabinet. Use the wrench on the nitrogen tank. Use the anti-grav unit on the nitrogen tank. Use the wrench on the engineering access panel. Get the insulator dust. Walk south. Use the insulator dust on the distillator. Use the freezer unit. Get a virus culture. Walk northwest. Use the wrench on the gas feed. Use the container on the synthesis chamber door. Use the panel. Get the TLTDH gas. Use the panel. Get the water. Use the wrench on the gas feed. Use the anti-grav unit on the oxygen tank. Use the nitrogen tank on the tank space. Use the wrench on the gas feed. Use the panel. Get the ammonia. Walk east. Use the virus culture on the virus chamber. Use the ammonia on the anti-agent chamber. Use McCoy on the reproduction machine. Get the retro-virus. Walk northwest. Use the retro-virus on the synthesis chamber. Use the panel. Get the hypo. Walk east, north. Use the wrench on the grate. Use the TLTDH gas on the open grate. Walk south. Use the ladder. Use the hypo on the Romulans. Give the water to the Romulans. Use the ladder. Walk northwest. Use the wrench on the gas feed. Use the anti-grav unit on the nitrogen tank. Use the oxygen tank on the tank space. Use the wrench on the gas feed. Use the panel. Get the water. Walk east. Use the ladder. Walk north. Use doctor Marcus. Use the hypo on the Romulan. Use the hypo on Spock. Give the water to the Romulan. Talk to the Romulan. 1 Wait for the away team to be beamed up. Order Chekov to plot a course. Set a course for the Harlequin system. Order Sulu to raise shields. Order Chekov to arm weapons. Defeat the Elasi pirates. Order Sulu to lower shields. Order Chekov to plot a course. Set a course for the Harrapa system. Beam down. Get the grey rods. Get the golden objects. Get a lens. Use the lens on the degrimer. Use the degrimer on the wall. Walk north. Use Spock on the blue buttons. Use Spock on the purple button. 2 Walk northwest, north. Use Spock on the console. Get the tool. Walk southwest. Use Spock on the central dodecahedron. Use the medical tricorder on the central dodecahedron. Use the small dodecahedron on the central dodecahedron. Walk east, northeast. Walk west, northeast until you meet Harry. Use Spock on Harry. Get the lower green canister. Use the green canister on the console. Use the medikit on Harry. Walk west, south, south. Walk north, south until you meet Harry. 2 Use the tool on the generator. Walk north, north, northwest. Walk east, northwest until you meet Harry. 1 Walk north, southwest. Use Spock on the central dodecahedron. Walk north. Use the console. 23 Use Spock on the console. 1234 Use the console. 131 Wait for the away team to be beamed up. Order Chekov to plot a course. Set a course for the Digifal system. 21 Order Sulu to enter standard orbit. Beam down. Talk to Quetzecoatl. 2211 Get the pile of rocks. Use the rock on the hole. Get the snake. Use the rock on the vine. Use the rock on the vine. Use the vine. Use McCoy on the vine. Use Spock on the vine. Use Stragey on the vine. Walk west, west. Use the snake on Tlaoxac. Use the snake on Kirk. Get the knife. Walk west, north. Use the science tricorder on the yellow plant. Use the knife on the yellow plant. Use the plant on the creature in the water. Walk west. Use the knife on the dilithium crystal. Walk west. 223 11 Walk to the emblem. 22212 Use the science tricorder on the ground. Use the phaser on the ground, set to full power. Get the wooden beam. Use the wooden beam on the molten rock. Use the iron-coated beam on the electric entity. Use the science tricorder on the door panel. Use the communicator. 21 Use Spock on the door panel. Get a green gem. Get a green gem. Get the green gem. Use a green gem on the left hole in the panel. Use a green gem on the right hole in the panel. Use the green gem on the top hole in the panel. Walk to the yellow light. 3 Wait for the away team to be beamed up. Order Chekov to plot a course. Set a course for the Alfa Proxima system. Order Sulu to enter standard orbit. Consult the computer. > SCYTHE > LUCR > BASE THREE Beam down. Get a rock from the ground. Walk to the door. Use Spock on the panel. > 10200 Walk north. Use Spock on the console. Use Spock on the door lock. > 122 Walk north. Use the science tricorder on the keycard slot. Walk east. Use the science tricorder on the laser controls. Use Spock on the laser controls. 3 Use the rocks on the keycard template. Use Spock on the laser controls. 1 Get the keycard. Open the box. Get the wire. Walk west. Use the keycard on the keycard slot. Walk north. Use the science tricorder on the right computer. Use the science tricorder on the left computer. Use the science tricorder on the middle computer. Use Spock on the right computer. Use Spock on the left computer. Use the wire on the left computer. Use Spock on the left computer. Wait for the away team to be beamed up. 1 Use the science tricorder on the captain’s chair. Use the science tricorder on the science station. Use McCoy on the man on the right. Walk south. Go to auxiliary control. Get the molecular saw. Walk south. Go to the bridge. Use the molecular saw on the beam. Walk south. Go to Sickbay. Get the cable. Walk west. Get the hypodermic injector. Get the medical drill. Use the medikit on the woman. Talk to the woman. Walk east. Use the beam on the debris. Use the phaser on the debris, set to full power. Walk north. Go to the transporter room. Get the cable. Walk south. Go to engineering. Use the phaser on the debris, set to full power. Get the portable fusion power pack. Walk west. Use the science tricorder on the impulse engines. Use a cable on the right outlet. Use the cable on the left outlet. Use Spock on the junction box. Open the cabinet. Get the engineering technical journals. Use the hypodermic injector on the oil canister. Walk east, south. Go to sickbay. Walk south. Go to auxiliary control. Use the panel. Use the medical drill on the panel. Open the panel. Use the hypodermic injector on the debris. Get the debris. Walk north. Use the engineering technical journals on the input slot. Get the record decks. Use the record decks on the input slot. Use the record decks on the input slot. Use the record decks on the input slot. Use the record decks on the input slot. Walk south, south. Go to sickbay. Walk north. Go to engineering. Walk west. Use Spock on the junction box. Walk east, south. Go to sickbay. Walk south. Go to auxiliary control. Walk north. Look at the torpedo indicator lights. Look at the torpedo fire controls. Use Spock on the main computer controls. Use the science tricorder on the main computer controls. Use the medical tricorder on the main computer controls. Use Spock on the impulse power allocation controls. 2 Wait until the Elasi pirates hail the USS Republic. 2 Walk south, south. Go to sickbay. Walk north. Go to the transporter room. Walk west. Use the portable fusion power pack on the power conduits. Wait until the transporter controls power up. Use Spock on the transporter screen. Use Spock on the transporter controls. Walk east, south. Go to sickbay. Walk south. Go to auxiliary control. Walk north. Use the communicator. 12 Use Spock on the impulse power allocation controls. 1 Use the torpedo fire controls. 212 Defeat the Enterprise-2. Defeat the Elasi pirates. Wait until the Federation hails the USS Enterprise.

Stargate Adventure

Look at the torch. Talk to Sam. Talk about the torch. Stop talking. Use the lighter on the torch. Use the bulge. Use the stone door. Walk north. Take the metal rod. Use the skull. Look at the illuminated spot. Walk west, west, west. Use the stone table. Leave the table. Talk to Teal’c. Talk about the stone table. Stop talking. Walk east, east, east. Use the metal rod on the illuminated spot. Walk north. Use the accessory. Use the accessory on the power module. Use the sign. Note the symbols. Leave the sign. Walk north, west, west, west. Use the stone table. Use the complete power module on the stone table. Spell out B-M-J-O-C. Leave the stone table. Walk east, east. Walk north, west. Take the tongs from the lid over the device. Walk east, north. Radio Samantha. Talk about the hologram. Radio Teal’c. Talk about the hologram. Wait until Samantha and Teal’c arrive. Use the elevator switch. Go to level 9. Use the handgun on the light. Open the door. Walk west. Open the fence gate. Use the master fuse. Use the master fuse. Use the electrical box. Take the electrical wires. Use the electrical wires on the power box. Use the master fuse. Walk east. Use the elevator switch. Go to level 16. Walk west. Take the piece of bread. Walk east, east, east. Use the elevator switch. Go to level 18. Walk west. Take the blue cup. Walk east. Use the elevator switch. Go to level 19. Walk west, west. Talk to the doctor. Walk east, east. Use the elevator switch. Go to level 28. Walk west. Choose to go to Chulak. Take the plastic bottle. Walk southwest, west. Use the plastic bottle on the funnel. Walk east. Use the bottle of water on the hole. Use the P90 on the rope holding the cage. Take the cage. Walk west. Use the plastic bottle on the funnel. Use the bread on the cage. Use the cage on the funnel. Wait until the bird enters the cage. Take the bird in the cage. Walk north. Use the bird in the cage on the rightmost merchant. Accept the offer of 4 coins. Take the rope. Buy the rope for 3 coins. Use the blue cup on the leftmost merchant. Accept the offer of 2 coins. Walk west. Open the door. Buy the map for 1 coin. Look at the map of Chulak. Walk south, east, east, north, north. Use the rope on the pillar. Use the metal rod on the pillar. Use the tied rope on the old tree. Take the rope. Use the rope on the big part of the pillar. Walk to the hole. Look at a piece. Talk to Daniel. Talk about stone blocks. Stop talking. Use the buttons. Push the purple button 5 times. Push yellow. Push the purple button 2 times. Push red, red. Push the purple button 4 times. Push red, blue, blue. Push the purple button 2 times. Push green, purple, blue, yellow. Push the purple button 4 times. Push red, blue, blue, blue. Push the purple button 6 times. Push blue, blue, yellow, yellow, green, green. Push purple, red. Push the purple button 3 times. Push red, blue, red. Push the purple button 4 times. Push red. The blocks should now form a connected path. Use the bottle of water on the hole. Walk downstairs. Take the artifact. Walk west, out the hole. Use the backpack. Walk west, south, west. Use the plastic bottle on the funnel. Walk north. Use the artifact on the rightmost merchant. Accept the offer of 3 coins. Use the flashlight on the rightmost merchant. Accept the offer of 3 coins. Take the horns. Buy the horns for 3 coins. Use the medallion on the leftmost merchant. Accept the offer of 1 coin. Walk east, east, north, north, to the hole, downstairs. Use the bottle of water on the fire. Use the horn on the hole. Take the Shill Harm. Walk west, out the hole. Walk west. Use the unknown device. Walk into the ring transporter. Take the small metal object. Use the switch. Walk into the ring transporter. Take the grenades. Use the grenade on the end of the pipe. Wait until the Jaffa arrives. Use the P90 on the Jaffa. Walk north, west, northeast, west. Look at the hole. Take the red crystal. Leave the hole. Walk west. Take the large metal object. Use the metal rod on the table. Use the panel. Take the crowbar. Walk north, east, east. Open the trap door. Take the three crystals. Put the red crystal in the rightmost slot. Take the red crystal. Put the orange crystal in the first slot. Put the blue crystal in the second slot. Put the red crystal in the third slot. Put the purple crystal in the last slot. Leave the panel. Walk east. Wait until the enemy walks in front of the pipes. Pull the lever. Take the medium sized metal object. Walk east. Use the crowbar on the crates. Take the C4. Walk north, west, west. Look at the Shill Harm tablet. Look at the engravings. Use the small metal piece on the similar engraving. Use the medium metal piece on the similar engraving. Use the large metal piece on the similar engraving. Leave the engravings. Walk north, west. Use the Shill Harm crystal on Anubis.

Spellbreaker

Whenever you need to cast a spell, repeat until it works. The solution, however, assumes it works in one try. Wait until the guildmasters are turned into amphibians. > SOUTH > TAKE BREAD > SOUTH > LEARN LESOCH > LESOCH > TAKE CUBE > READ SPELL BOOK > WRITE “MOLE” ON CUBE > LEARN BLORPLE > BLORPLE “MOLE” CUBE > FROTZ SPELL BOOK > EAST > SOUTH > TAKE ZIPPER > OPEN ZIPPER > REACH IN ZIPPER > TAKE ALL FROM ZIPPER > LOOK AT SCROLL > LEARN BLORPLE > BLORPLE “MOLE” CUBE > DOWN Save your game. > DOWN Wait until the bird grabs you. If it doesn’t, restore your game. Wait until the bird drops you. > TAKE STAINED SCROLL > LOOK AT STAINED SCROLL > GNUSTO CASKLY > LEARN BLORPLE > BLORPLE “MOLE” CUBE > SOUTH > TAKE DIRTY SCROLL > LOOK AT DIRTY SCROLL > GNUSTO THROCK > UP > UP > WAIT Wait until the program suggest you will die. > GIRGOL > UP > UP > UP > UP > TAKE GOLD COIN > ENTER HUT > TAKE CUBE > LEARN CASKLY > CASKLY HUT > TAKE CUBE > WRITE “RABBIT” ON CUBE > LEARN BLORPLE > BLORPLE “RABBIT” CUBE > PUT KNIFE AND COIN IN ZIPPER > SOUTH > TAKE WEED AND WEED > LEARN BLORPLE > BLORPLE “MOLE” CUBE > WEST > NORTH > LEARN THROCK > PLANT WEED > THROCK WEED > DOWN > TAKE GOLD BOX > TAKE SCROLL > LOOK AT SCROLL > GNUSTO ESPNIS > OPEN GOLD BOX > TAKE CUBE > WRITE “DOLPHI” ON CUBE > LEARN BLORPLE > BLORPLE “DOLPHI” CUBE > LEARN BLORPLE > PUT ALL BUT BREAD IN ZIPPER > CLOSE ZIPPER > SOUTH > DROP BREAD > TAKE “DOLPHI” CUBE > TAKE BOTTLE > BLORPLE “DOLPHI” CUBE > OPEN ZIPPER > TAKE SPELL BOOK FROM ZIPPER > OPEN BOTTLE > LOOK IN BOTTLE > TAKE SCROLL > LOOK AT SCROLL > GNUSTO LISKON > DROP BOTTLE > SLEEP > LEARN BLORPLE > LEARN LISKON > FROTZ ZIPPER > EXTINGUISH SPELL BOOK > PUT SPELL BOOK IN ZIPPER > CLOSE ZIPPER > NORTH > LISKON SELF > ENTER OUTFLOW PIPE > WEST > TAKE CUBE > WEST > BLORPLE “DOLPHI” CUBE > OPEN ZIPPER > TAKE SPELL BOOK, BURIN AND ALL CUBES FROM ZIPPER > WRITE “BUTFLY” ON CUBE > NORTH > LEARN BLORPLE > BLORPLE “MOLE” CUBE > LEARN LISKON > EAST > NORTH > LISKON SERPENT > NORTH > NORTH > LEARN MALYON > MALYON IDOL > LEAN ESPNIS > ESPNIS IDOL > WAIT > CLIMB IDOL > LOOK IN MOUTH > TAKE CUBE > WRITE “EAGLE” ON CUBE > LEARN BLORPLE > BLORPLE “EAGLE” CUBE > NORTH > TAKE SCROLL > LEARN BLORPLE > BLORPLE “EAGLE” CUBE > LOOK AT SCROLL > GNUSTO TINSOT > WEST > EAST > BUY BLUE CARPET FROM MERCHANT > OFFER 100 ZORKMID TO MERCHANT > OFFER 200 ZORKMID TO MERCHANT > OFFER 400 ZORKMID TO MERCHANT > GIVE COIN TO MERCHANT > INVENTORY > TAKE BLUE CARPET > WEST > LEARN BLORPLE > BLORPLE “DOLPHI” CUBE > LEARN TINSOT > LEARN TINSOT > LEARN TINSOT > PUT ALL IN ZIPPER > CLOSE ZIPPER > NORTH > REZROV TRAP DOOR > TINSOT CHANNEL > TINSOT CHANNEL > WAIT > WAIT > WAIT > TINSOT WATER > STAND ON ICE FLOE > UP > TAKE CUBE > OPEN ZIPPER > TAKE SPELL BOOK AND BURIN > WRITE “WORM” ON CUBE > EAST > NORTH > REZROV CABINET > TAKE MOLDY BOOK > LEARN CASKLY > CASKLY MOLDY BOOK > LOOK AT MOLDY BOOK > GNUSTO SNAVIG > SOUTH > WEST > UP > DROP CARPET > SIT ON CARPET > UP > WEST > WEST > WEST > WEST > DOWN > GET OFF CARPET > TAKE CUBE > SIT ON CARPET > UP > EAST > EAST > EAST > EAST > DOWN > GET OFF CARPET > TAKE CARPET > DOWN > WRITE “SPIDER” ON CUBE > LEARN BLORPLE > BLORPLE “DOPLHI” CUBE > LEARN BLORPLE > LEARN SNAVIG > PUT ALL IN ZIPPER > CLOSE ZIPPER > SOUTH > TAKE “DOLPHI” CUBE > SNAVIG GROUPER > DOWN Wait until the Snavig spell wears off. > TAKE ZIPPER AND “DOLPHI” CUBE > TAKE CUBE > UP > BLORPLE “DOLPHI” CUBE > OPEN ZIPPER > TAKE SPELL BOOK AND BURIN > WRITE “FIRFLY” ON CUBE > NORTH > LEARN BLORPLE > BLORPLE “FIRFLY” CUBE > WEST > LEARN TINSOT > TINSOT FRAGMENT > TAKE FRAGMENT > PUT ALL CUBES AND FRAGMENT IN ZIPPER > TAKE “BUTFLY” CUBE > LEARN BLORPLE > BLORPLE “BUTFLY” CUBE > NORTH > TAKE COMPASS ROSE > LEARN BLORPLE > BLORPLE “BUTFLY” CUBE > WEST > PUT COMPASS ROSE IN CARVING > TAKE COMPASS ROSE > SLEEP > NORTH > TOUCH NORTHWEST WALL WITH COMPASS > NORTHWEST > TOUCH WEST WALL WITH COMPASS > WEST > TOUCH NORTHEAST WALL WITH COMPASS > NORTHEAST > REZROV ALABASTER PLUG > WEST > TAKE CUBE > WRITE “OWL” ON CUBE > LEARN BLORPLE > BLORPLE “OWL” CUBE > SOUTH > SIT ON GREEN ROCK > GIVE FRAGMENT TO GREEN ROCK > SIT ON GREEN ROCK Command the rock in directions such that it captures the brown rock. > JUMP ON BROWN ROCK > TAKE CUBE > WRITE “GRUE” ON CUBE > LEARN BLORPLE > BLORPLE “GRUE” CUBE > DOWN > LEARN SNAVIG > DROP ZIPPER > DOWN > SNAVIG GRUE > DOWN > CLIMB PILLAR > TAKE CUBE > WRITE “SALAMA” ON CUBE > LEARN BLORPLE Wait until the Snavig spell wears off. > BLORPLE “GRUE” CUBE > DOWN > TAKE ZIPPER > LEARN BLORPLE > BLORPLE “SALAMA” CUBE > FROTZ SELF > EXTINGUISH ZIPPER > NORTH > TAKE GOLD BOX > PUT “SALAMA” CUBE IN GOLD BOX > TAKE “SALAMA” CUBE > THROW GOLD BOX ON OUTCROPPING > LEARN BLORPLE > BLORPLE “SALAMA” CUBE > EAST > PUT ALL CUBES IN ZIPPER > TAKE GOLD BOX > TAKE CUBE > WRITE “UNICOR” ON CUBE > PUT ALL BUT SPELL BOOK IN ZIPPER > TAKE “SPIDER” CUBE > LEARN BLORPLE > BLORPLE “SPIDER” CUBE > SOUTH > BELBOZ, HELP ME Correctly answer the question using the cards supplied with the game. [+] > TAKE “OWL” CUBE > LEARN BLORPLE > BLORPLE “OWL” CUBE > EAST > LEARN JINDAK > LEARN JINDAK > LEARN JINDAK > LEARN BLORPLE > REZROV DOOR > PUT ALL IN ZIPPER > TAKE BURIN > NORTH > TAKE X1, X2, X11 AND X12 > DROP ALL CUBES > JINDAK If the piles glow identically the first time: > TAKE X5, X6, X7, X8, X9 AND X10 > DROP ALL CUBES > TAKE X1, X2 > DROP X1 AND X2 IN SECOND PILE > JINDAK If the piles glow identically the first time and the second time: > TAKE X1, X2, X3 AND X11 > DROP X11 IN SECOND PILE > DROP ALL CUBES > JINDAK If the piles glow identically all three times: > TAKE X12 > BLORPLE X12 If the piles glow identically the first two times, but not the third time: > TAKE X11 > BLORPLE X11 If the piles glow identically the first time, but not the second time: > TAKE X3 AND X2 > DROP ALL CUBES > JINDAK If the piles glow identically the first and third time, but not the second time: > TAKE X2 > BLORPLE X2 If the piles glow identically the first time, but not the second and third times: > TAKE X1 > BLORPLE X1 If the piles do not glow identically the first time: Note which pile is more brightly the first time. > TAKE X1, X5, X6, X8, X9 AND X10 > DROP X1 AND X5 IN SECOND PILE > DROP X8 IN FIRST PILE > DROP ALL CUBES > JINDAK If the piles glow identically the second time: > TAKE X1, X3, X4, X5, X7 AND X8 > DROP ALL CUBES > TAKE X9 AND X10 > DROP X9 IN FIRST PILE > DROP X10 IN SECOND PILE > JINDAK If the piles glow identically the second and third times: > TAKE X6 > BLORPLE X6 If the piles glow identically the second and the same pile glows more brightly the first time and the third time: > TAKE X10 > BLORPLE X10 If the piles glow identically the second and a different pile glows more brightly the first time as the third time: > TAKE X9 > BLORPLE X9 If the same pile glows more brightly the second time and the first time: > TAKE X1, X4, X5, X7 AND X8 > DROP X4 IN SECOND PILE > DROP ALL CUBES > JINDAK If the same pile glows more brightly the second time and the first time, and the piles glow identically the third time: > TAKE X7 > BLORPLE X7 If the same pile glows more brightly the second time and the first time, and the first pile glows more brightly the third time: > TAKE X3 > BLORPLE X3 If the same pile glows more brightly the second time and the first time, and the second pile glows more brightly the third time: > TAKE X4 > BLORPLE X4 If a different pile glows more brightly the second time as the first time: > TAKE X1, X3, X4, X5, X7 > DROP X1 IN SECOND PILE > DROP ALL CUBES > JINDAK If a different pile glows more brightly the second time as the first time, and the piles glow identically the third time: > TAKE X8 > BLORPLE X8 If a different pile glows more brightly the second time as the first time, and the piles do not glow identically the third time: > TAKE X5 > BLORPLE X5 Reach the Sand Room. > DOWN > WRITE “TIME” ON IT > UNLOCK CABINET WITH KEY > OPEN CABINET > TAKE SCROLL > LOOK AT SCROLL > TAKE SPELL BOOK > LEARN ALL SPELLS > LEARN ALL SPELLS > LEARN ALL SPELLS > PUT SPELL BOOK IN CABINET > CLOSE CABINET > LOCK CABINET WITH KEY > REZROV CELL DOOR > BLORPLE “TIME” CUBE > UP > TAKE SACK > OPEN SACK > TAKE FLIMSY SCROLL > WRITE FLIMSY SCROLL ON VELLUM SCROLL > EMPTY ZIPPER IN SACK > PUT FLIMSY SCROLL IN ZIPPER > CLOSE ZIPPER > DROP ZIPPER > TAKE “UNICOR” CUBE > BLORPLE “UNICOR” CUBE > EAST > TAKE KNIFE > KILL FIGURE > WAIT > WAIT > WAIT > WAIT > WAIT > WAIT > WAIT > WAIT > GIRGOL > TAKE “UNICOR” CUBE > PUT KNIFE IN TESSERACT

Spellcasting 301: Spring Break

Wait until the spell book glows. > READ SPELL BOOK > WOO > WAIT > TAKE SPELL BOOK > DOWN > NORTHEAST > SIT ON CARPET Wait until you enter the magic carpet control view. Take off. Follow the instructions to fly to the mansion. [+] > PUSH PORTABLE BAR > PUSH BEER KEG > PUSH TRUNK > PUSH GOLD > PUSH CASE Wait until Ralph takes the small barbell. > FRIMP SMALL BARBELL Wait until Ralph takes the medium barbell. > FRIMP MEDIUM BARBELL Wait until Ralph takes the large barbell. > FRIMP LARGE BARBELL Wait until the Pharts win the weight lifting contest. > EAST > EAST > SOUTH > READ SIGN > BUY UPPSSY BOX > OPEN UPPSSY BOX > NORTH > NORTHEAST > NORTHEAST > UPPSSY GAMBLING HOUSE Save your game. > SOUTHEAST > PLAY RUELOTTO Bet on the highest paying odds and stop playing. Restore if you lost. Otherwise: > NORTHWEST Save your game. Repeat until you win have at least 1800 gold. > NORTH > READ SIGN > BUY SLIMFISH > EAST > LOOK AT RUMMY > TAKE KEY > BUY KEY > SOUTHWEST > EAST > EAST > NORTH > TAKE HELLHOUND HAUNCH > SOUTH > SOUTH > TAKE SUCTION GLOVES > SOUTHWEST > DROP HELLHOUND HAUNCH > NORTHEAST > NORTH > WEST > WEST > WEST > LOOK IN CANNON > TAKE PIMENTO MOSS > NORTHWEST > NORTHWEST > WEST > UP > TAKE BULB > TAKE TREATISE > DOWN > EAST > SOUTHEAST > SOUTHEAST > EAST > SOUTHWEST > NORTH > BUY PEAWEE BOX > OPEN PAEWEE BOX > BUY COLOR BOMB > SOUTH > SOUTH > READ SIGN > BUY SHOVEL, STUDFINDER AND HEX BOLT > NORTH > SOUTHWEST > SOUTH > BUY RUST SPRAY AND ROC CALL > WEST > NORTH > DROP ALL BUT SPELL BOOK AND SHOVEL > SOUTH > SOUTHWEST > WEST > SIT > READ SIGN > ORDER SEAFOOD BISQUE > EAT SEAFOOD BISQUE > TAKE SHELL AND WOODEN TWO-BY-FOURS > NORTH > DIG WITH SHOVEL > SOUTH > TALK TO OTTO > NORTH > NORTH > NORTH > GO TO ROOM 911 Wait until someone offers a ticket. > BUY TICKET Wait until your number is called. > ENTER ROOM > OPEN SUITCASE > OPEN RATANT BOX > LEAVE > READ TREATISE > WAIT UNTIL 10:05 > SLEEP > TAKE SPELL BOOK, SUCTION GLOVES AND COLOR BOMB > SOUTH > SOUTH > WEST > SOUTH > WAIT UNTIL 9:05 > WAIT > GIVE SUCTION GLOVES TO ROXANNE Wait until Roxanne offers to enter the wet t-shirt competition. > NORTH > NORTHEAST > NORTHEAST > NORTHEAST > NORTHEAST > EAST > EAST > SOUTH > SOUTHWEST > WEST > OPEN SPUNJ BOX > WEST Choose Hard Level. > NBGKWYNBPYRKWGNB > SOUTH > THROW COLOR BOMB > NORTH > TAKE ALL > EAST > NORTHEAST > SOUTH > TAKE ALL > NORTH > NORTH > WEST > SPUNJ TREE ROOT > TAKE SCENTED SEAHORSE > WEST > TAKE ALL > SOUTHWEST > SOUTHEAST > READ SIGN > BUY BREAD, LAXATIVE AND STRAWBERRIES > NORTHWEST > SOUTHWEST > WEST > DROP ALL > TAKE SPELL BOOK, TWO-BY-FOURS AND STUDFINDER > WAIT UNTIL 6:05 > WAIT UNTIL 6:50 > WAIT > GIVE STUDFINDER TO BIMBOS Go to Vince Gifthorseinthemouth’s room. [+] > WAIT > WAIT > WAIT > TAKE PLATE Wait until it is decided the Pharts have the best babes. > LEAVE > WAIT > SLEEP > TAKE SPELL BOOK, PIMENTO MOSS AND SHOVEL > TAKE HEX BOLT, BULB, SHELL AND KEY > EAST > EAST > READ SIGN > BUY FALSIES AND ABSORPTION PILL > WEST > WEST > DROP FALSIES AND ABSORPTION PILL > WEST > GIVE SHOVEL TO SID > PEAWEE SID > WAIT UNTIL 1:05 Note the Pharts win the castle building contest. > TAKE METAL OBJECT > UPPSSY RATCHET > EAST > EAST > NORTHEAST > NORTHEAST > NORTH > NORTHWEST > GIVE HEX BOLT TO WORKMAN > GIVE RATCHET TO WORKMAN > NORTHEAST > TAKE TUFT > RATANT RATANT > READ SPELL BOOK > RATTAN SHELL > TAKE SEAHORSE > PUT SPELL BOOK AND PIMENTO MOSS IN NEST > TAKE SPELL BOOK > NORTH > NORTH > WAKE TELLER > GIVE KEY TO TELLER > UNLOCK BOX WITH KEY > OPEN BOX > OPEN HUFINPUFA BOX > OPEN HISINFISA BOX > SOUTH > NORTHEAST > GIVE BULB TO MAN > BUY TORCH > SOUTH > TAKE ALL > WEST > SOUTH > SOUTHWEST > SOUTHEAST > SOUTH > WEST > NORTHWEST > NORTHWEST > WEST > UP > YES > DOWN > DROP ALL > WEST > OPEN BIGFINNO BOX > ENTER OCEAN > NORTHWEST > TAKE OYSTER > SOUTH > TAKE MEDALLION > NORTH > SOUTHWEST > TAKE ALL > SOUTH > GREET MERMAID > TAKE SCROLL > WEST > SOUTH > READ PLAQUE > TAKE EGG > NORTH > NORTH > NORTHEAST > SOUTHEAST > EAST If the trap disappears, wait for it’s return. > OPEN TRAP > PUT ALL IN TRAP > WEST > EAT BERRIES Wait until the trap if hauled up. > TAKE ALL > WEAR MEDALLION > EAST > SOUTH > SOUTHWEST > SOUTH > OPEN OYSTER > GIVE PEARL TO MAN > NORTH > NORTHEAST > WEST > NORTHWEST > NORTHWEST > WEST > UP > YES > DOWN > TAKE ALL > EAST > SOUTHEAST > SOUTH > SOUTH > SOUTH > OPEN EGG > WAIT UNTIL 10:30 > SLEEP > TAKE SPELL BOOK, TUFT AND ABSORPTION PILL > TAKE ROC CALL AND STRAWBERRY > OPEN TRUNK > OPEN KITCHEMY BOX > NORTH > WAIT UNTIL 10:35 > GIVE TUFT TO VINCE > WAIT > WAIT > BLOW CALL Note the Pharts win the belly-flop contest. > WAIT > UPPSSY CELL > NORTHWEST > SOUTH > WEST > RATANT SPUNJ > READ SPELL BOOK > WAIT UNTIL 3:00 > WAIT UNTIL 7:30 > SOUTH > SPURJ STRAWBERRY > FOY STRAWBERRY Wait until the Pharts win the drink mixing contest. > WAIT > EAT ABSORPTION PILL > DRINK DAIQUIRI Wait until the Pharts win the drinking contest. > NORTH > NORTH > NORTH > EAST > WAIT UNTIL 10:20 > WAIT > SLEEP > TAKE SPELL BOOK, FALSIES, LAXATIVE AND PLATE > TAKE SLIMFISH, TORCH AND T-SHIRT > WEST > SOUTHWEST > WAIT UNTIL 10:05 > WAIT > WAIT > YES > WAIT > WAIT > WAIT > GIVE DRY FALSIES TO MONA > GIVE T-SHIRT TO ROXANNE > UPPSSY ROXANNE Wait until the Pharts win the wet t-shirt contest. > TAKE WATER JUG > NORTHEAST > EAST > EAST > NORTHEAST > NORTHEAST > EAST > EAST > NORTH > NORTH > EAST > FILL WATER JUG WITH WATER > SOUTHEAST > SOUTH > SOUTH > WEST > WEST > SOUTHWEST > SOUTHWEST > SOUTHWEST > SOUTH > WAIT UNTIL 4:50 > WAIT > DRAW STRAW > RATANT BIP > OPEN BOTTLE Wait until the bull charges at you.br; > BIM BULL > POUR LAXATIVE IN TROUGH > WAVE CAPE > WAVE CAPE Note the Pharts win the bullfighting contest. > WAIT > EAT SLIMFISH > NORTHWEST > NORTHEAST > SOUTHEAST > WAIT UNTIL 8:40 > WAIT Wait until the Yus get a lead pipe. > KITCHEMY PIPE > RATANT KITCHEMY > BOTCHEMY BANANA PEEL > WAIT > WAIT > WAIT > GREET LOLA Note the Pharts win the unscheduled bar fight contest. > WAIT > GIVE PLATE TO RAT > NORTHWEST > NORTH > SLEEP > TAKE SPELL BOOK, WATER JUG, COLLAR, BREAD AND LOTION > WAIT Go to Fred Beforeyoucancrawl’s room. [+] > POUR WATER ON FRED > LEAVE > NORTH > NORTH > WAIT UNTIL 10:05 > WAIT > WAIT > WAIT > WAIT > SURF Wait until the Pharts win the body surf contest. > NORTH > SOUTHEAST > EAST > EAST > EAST > SOUTH > SOUTHWEST > WEST > SOUTH > DOWN > OPEN LOTION CASE > PUT ALL TUBES IN VAT > TAKE ALL TUBES > UP > NORTH > NORTHWEST > NORTHWEST > NORTHEAST > NORTHEAST > NORTHEAST > GIVE ALL TUBES TO FRED > APPLY SIENNA LOTION TO SELF > WAIT > WAIT > WAIT UNTIL 3:05 Note the Pharts win the tanning contest. > TAKE PEANUT BUTTER > EAST > EAST > NORTHEAST > NORTHEAST > EAST > EAST > SOUTH > SOUTH > OPEN CHEST > PUT COLLAR ON SEAL > TAKE SEAL > NORTH > NORTH > WEST > WEST > WEST > NORTHWEST > NORTHWEST > WEST > UP > YES > DOWN > EAST > SOUTHEAST > SOUTH > SOUTH > SOUTH > WAIT UNTIL 10:20 > SLEEP > TAKE SPELL BOOK AND RUST SPRAY > WEST > SOUTHWEST > SOUTHWEST > WAIT UNTIL 9:35 > HISINFISA BALL > HUFINPUFA BALL > HISINFISA BALL > HUFINPUFA BALL > HISINFISA BALL > HUFINPUFA BALL > HISINFISA BALL Note the Pharts win the volleyball contest. > EAST > EAST > EAST > WAIT UNTIL 12:35 > BLOW WHISTLE > WAIT > BLOW WHISTLE > WAIT > BLOW WHISTLE > WAIT > BLOW WHISTLE > WAIT > BLOW WHISTLE > NORTH > NORTHEAST > WAIT UNTIL 2:05 > TAKE KEY > NORTH > UNLOCK DOOR WITH KEY > OPEN DOOR > EAST > DOWN > OPEN GESSIBUB BOX > UPPSSY FOUNDATION > UP > WEST > SOUTH > WAIT > TAKE BABY SQUID Wait until the Pharts have won the destruction contest. > WAIT Wait until the police officer arrives. > SPRAY CELL > WAIT > NORTHWEST > NORTH > DROP SPRAY CAN AND KEY > TAKE ALL SEAHORSES, SCROLL AND TORCH > EAST > NORTHEAST > NORTHEAST > EAST > EAST > NORTH > NORTH > EAST > EAST > GIVE BABY SQUID TO GIANT SQUID > EAST > OPEN OKEEDOKEEYO BOX > READ SCROLL > EAST > EAST > NORTH > EAST > EAST > EAST > SOUTH > EAST > EAST > PUT SWEET SEAHORSE IN BATH > NORTH > NORTH > NORTH > WEST > SOUTH > WEST > CLIMB TREE > PUT FUZZY SEAHORSE IN NEST > WEST > NORTH > NORTH > WEST > BLOW WHISTLE > UP > PUT SOGGY SEAHORSE IN TUREEN > WEST > WEST > WEST > SOUTH > SOUTH > SOUTH > PUT GOLD SEAHORSE IN POT > EAST > NORTH > EAST > EAST > SIT ON THRONE > OKEEDOKEEYO BULL > RATANT GESSIBUB > WAIT > DESSIBUB BULL > TAKE HEAD > SOUTH Note the Pharts win the final contest.

Spellcasting 201: The Sorcerer’s Appliance

> TAKE SPELL BOOK > PRENT BANANA > TAKE FRUIT SLICER > SLICE BANANA WITH FRUIT SLICER > NORTHWEST > OPEN PACKAGE > OPEN FOY BOX > SOUTHEAST Wait until the tub is about 9/10 full. > FOY BANANAS Wait until the wizard returns. > WEST > NORTH > NORTHWEST > SOUTHWEST > OPEN TROPHY CASE > TAKE PISEKS BOX > TAKE SEXTANT > UP > OPEN ENVELOPE > READ LETTER > LISTEN TO DUCT > OPEN PISEKS BOX > DOWN > NORTHEAST > SOUTHEAST > SOUTHWEST > WEST > SOUTHWEST > OPEN DOOR > NORTHWEST > OPEN DEPLUMIT BOX Wait until Professor Tinkingclock arrives. Wait until Professor Tinkingclock leaves. > TAKE ANCIENT KEY > SOUTHEAST > NORTH > EAST > NORTHEAST > NORTHWEST > SOUTHWEST > UP > SLEEP Wait until you receive your assignment. > WAIT > UP > UP > TAKE SPELL BOOK, NOTEBOOK, ANCIENT KEY AND SEXTANT > DOWN > NORTHEAST > EAST > DOWN > UNLOCK DOOR WITH ANCIENT KEY > OPEN DOOR > EAST > TAKE ALL BUT LAB FLASK > ATTACH ENVELOPE FEEDER TO APPLIANCE > ATTACH EGGBEATER TO APPLIANCE > ATTACH ANTENNA TO APPLIANCE > ATTACH RATCHET TO APPLIANCE > ATTACH SEXTANT TO APPLIANCE > ATTACH NOZZLE TO APPLIANCE > DROP ALL > PUSH WHITE BUTTON AND BLACK BUTTON > ENTER APPLIANCE > SET DIAL TO 1 > SET COLORED DIAL TO WHITE SPOT > PULL LEVER > LEAVE APPLIANCE > ENTER APPLIANCE > TAKE DIAMOND > LEAVE APPLIANCE > TAKE SPELL BOOK, NOTEBOOK AND MOUSTACHE > WEST > UP > SOUTH > EAST > NORTH > CUT GLASS WITH DIAMOND > OPEN WOOSH BOX > TAKE HOW-TO BOOK > SOUTH > WEST > NORTH > EAST Wait until the class starts. Wait until Professor Wartytoads asks you to FRIMP the doughnut. > FRIMP DOUGHNUT Wait until Professor Wartytoads asks the class to close their eyes. > CLOSE EYES > BIP > WAIT > WEST > UP > UP > UP > WOOSH STATUE > UP > PUT MOUSTACHE ON STATUE > DOWN > DOWN > DOWN > READ HOW-TO BOOK > TAKE COUPON > TAKE SHEET METAL BENDER Wait until the clock starts chiming. > OPEN FOGWACKA BOX > DOWN > DOWN > WEST > SOUTH Wait until class starts. Wait until class ends. > EAST > NORTH > UP > TAKE ALL FROM CUBBY Wait until class starts. Wait until you receive a lump of iron. > WAIT > WAIT > PUT IRON IN BOWL > OPEN ORANGE BOTTLE > OPEN GREEN SHAKER > OPEN BROWN POUCH > OPEN GRAY POUCH > POUR EWC-1 IN BOWL > PUT MTC+ IN BOWL > PUT MTC+ IN BOWL > PUT TRANSELERATOR IN BOWL > WAIT 10 MINUTES > PUT TRANSTOP IN BOWL > TAKE COPPER > DROP ALL SHAKERS, ALL POUCHES AND ORANGE BOTTLE > TAKE SMALL KEY > DOWN > WEST > SOUTH > SOUTH > TAKE CASSEROLE > EAT CASSEROLE > EAT CASSEROLE > EAT CASSEROLE > WAIT UNTIL 9:05 > WAIT > WAIT > WAIT > UP > UP > LISTEN TO DUCT Wait until you get sleepy. > SLEEP Wait until you receive your assignment. > WAIT > UP > UP > LISTEN TO DUCT > TAKE BENDER, SPELL BOOK, NOTEBOOK, BOTTLE AND LARVA > DOWN > NORTHEAST > SOUTHEAST > SOUTH > SOUTHEAST > OPEN DESK > OPEN SRINKO BOX > NORTHWEST > NORTH > NORTH > DOWN > EAST > ATTACH SHEET METAL BENDER TO APPLIANCE > DROP ALL > PUSH WHITE BUTTON AND BLACK BUTTON > ENTER APPLIANCE > SET POWER DIAL TO 2 > SET GREEN DIAL TO SHRUB PICTURE > PUSH RIGHT BUTTON > PULL LEVER > LEAVE APPLIANCE > ENTER APPLIANCE > TAKE BUSH > LEAVE APPLIANCE > TAKE SPELL BOOK, NOTEBOOK, BLUE BOTTLE AND LARVA > WEST > UP > SOUTH > SOUTHWEST > SOUTHWEST > DOWN > SHAKE BUSH > SRINKO MASCOT > SRINKO MASCOT > SRINKO MASCOT > OPEN BLUE BOTTLE > FREE MASCOT > PISEKS LARVA > FRIMP MANHOLE COVER > DOWN > EAST > SOUTHEAST > PUSH SQUARE BUTTON > NORTHWEST > WEST > FRIMP MANHOLE COVER > UP > UP > SOUTHWEST > OPEN DOOR > NORTHWEST > UP > DROP BLUE BOTTLE > OPEN DRESSER > TAKE FROCK > DOWN > TAKE DONKEY HARNESS > SOUTHEAST > NORTH > EAST > NORTHEAST > NORTH > DOWN > EAST > ATTACH DONKEY HARNESS TO APPLIANCE > DROP BUSH AND FROCK > WEST > UP > SOUTH > EAST > UP > WAIT UNTIL 1:30 > TAKE MOODHORN > WAIT > VOMP SPRATZ PLUNGER > WAIT > TRIB HIGH GLUPP KEY > THRUB HIGH GLUPP KEY > WAIT > OSCILLOOP HALF-BURM LEVER > WAIT > FROMBULATE SHNOODAL VALVE > WAIT > WOOZLE RIGHT GALUMPH PEDAL > WAIT > INTROWIG BUBBERBUM SLIDE > EXTROWIG BUBBERBUM SLIDE Wait until Professor Catwhosingsatdawn leaves. > DOWN > DOWN > TAKE PELLET > FRIMP MANHOLE COVER > DOWN > SOUTHWEST > SOUTHWEST > SOUTH > PUSH ROUND BUTTON > SOUTHEAST > OPEN UGUGOOWAH BOX > WAIT UNTIL 9:05 > WAIT > WAIT > WAIT > UP > UP > LISTEN TO DUCT > WAIT > SLEEP Wait until you receive your assignment. > WAIT > UP > UP > LISTEN TO DUCT > TAKE SPELL BOOK, SMALL KEY, MOODHORN, BOWL AND CASSEROLE > DOWN > NORTHEAST > EAST > DOWN > EAST > DROP ALL > PUSH WHITE BUTTON AND BLACK BUTTON > ENTER APPLIANCE > SET GREEN DIAL TO MOSS PICTURE > PUSH LEFT BUTTON > PULL LEVER > LEAVE APPLIANCE > ENTER APPLIANCE > TAKE SPATULA MOSS > SET POWER DIAL TO 3 > PULL RED CORD > PULL RED CORD > PULL GREEN CORD > PULL LEVER > LEAVE APPLIANCE > TAKE BOWL AND CASSEROLE > ENTER APPLIANCE > SHOW CASSEROLE TO SQUIRREL > PUT SQUIRREL VOMIT IN BOWL > PUT SPATULA MOSS IN BOWL > LEAVE APPLIANCE > DROP CASSEROLE > TAKE SPELL BOOK, SMALL KEY, MOODHORN AND BUSH > WEST > UP > SOUTH > SOUTH > EAST > DROP MOODHORN > SIT > WEST > NORTH > OPEN TREE STUMP > OPEN YUHPEE BOX > NORTH > DOWN > TAKE GOLD > OPEN KWELP BOX > TAKE GOLD > KWELP FRESCO > SOUTH > SOUTH > YUHPEE BORK > GIVE GOLD TO BORK > ENTER SHIP > TAKE MOODHORN > NORTHWEST > UNLOCK DESK WITH SMALL KEY > OPEN DESK > READ NOTE > DROP NOTE AND SMALL KEY > SOUTHWEST > NORTH > EAST > DOWN > WAIT UNTIL 4:00 Wait until Cowpatty and Professor Hiddenmolar enter. > LISTEN TO CONVERSATION > UP > WEST > SOUTHWEST > WEST > SHAKE BUSH > DOWN > SOUTH > WAIT UNTIL 5:00 Wait until the toast begins. > DRINK SPEED POTION Perform the Summer Heat Moodhorn musical piece as described in the manual. [+] > DROP MOODHORN AND BOWL > TAKE COOKIE CUTTER Wait until you are taken by the HDP upperclassmen. > WAIT > WAIT > WAIT > UP > UP > LISTEN TO DUCT > WAIT 15 MINUTES > SLEEP Wait until you receive your assignment. > WAIT > UP > UP > LISTEN TO DUCT > TAKE SPELL BOOK, CUTTER, COUPON, PELLET AND COPPER > DOWN > NORTHEAST > EAST > DOWN > EAST > ATTACH COOKIE CUTTER TO APPLIANCE > DROP ALL > PUSH WHITE BUTTON AND BLACK BUTTON > ENTER APPLIANCE > SET POWER DIAL TO 4 > PULL LEVER > LEAVE APPLIANCE > TAKE SPELL BOOK, COUPON AND COPPER. > TAKE FROCK, PASS AND PELLET > GIVE FROCK TO EVE > EVE, FOLLOW ME > WEST > UP > WEST > NORTH > EAST > EAST > EAST > EAST > SOUTH > GIVE COUPON TO PROPRIETOR > NORTH > NORTH > NORTHWEST > TAKE TABLECLOTH > SOUTHEAST > NORTHEAST > TAKE DENTAL FLOSS > SOUTHWEST > EAST > GIVE DENTAL FLOSS TO EVE > GIVE TABLECLOTH TO EVE > WEST > PISEKS SAPLING > UP > FOGWACKA > FIX PLUMBING > WEST > UNLOCK DOOR WITH KEY > OPEN DOOR > WEST > READ INVITATION > FIX SINK > EAST > EAST > DOWN > EAST > TAKE NEW CLOAK > WEST > EVE, STAY > EAST > TAKE OFF OLD CLOAK > WEAR NEW CLOAK > WEST > EVE, FOLLOW ME > NORTH > GIVE INVITATION TO EVE > GIVE PELLET TO EVE > WAIT UNTIL 2:55 > EVE, CROSS CORDON > EVE, PUT PELLET IN PUNCH BOWL > SOUTH > TAKE GARTER BELT > SOUTH > WEST > WEST > WEST > WEST > SOUTH > EAST > DOWN > EAST > ATTACH GARTER BELT TO APPLIANCE > WEST > UP > WEST > SOUTHWEST > UP > WAIT UNTIL 9:05 > WAIT > WAIT > WAIT > UP > UP > LISTEN TO DUCT > WAIT > SLEEP Wait until you receive your assignment. > READ MISSIVE > UP > UP > LISTEN TO DUCT > TAKE SPELL BOOK AND GIBBOUS WRENCH > DOWN > NORTHEAST > EAST > DOWN > EAST > DROP ALL > PUSH WHITE BUTTON AND BLACK BUTTON > ENTER APPLIANCE > SET POWER DIAL TO 5 > SET LEFT DIAL TO J > SET RIGHT DIAL TO 3 > PULL LEVER > WAIT > LEAVE APPLIANCE > TAKE SPELL BOOK AND GIBBOUS WRENCH > WEST > UP > WEST > NORTH > WEST > WEST > WEST > WEST > WEST > WEST > WEST > WEST > NORTH > NORTH > DEPLUMIT > TAKE GOLD > OPEN KWELP BOX > TAKE GOLD > UP > SOUTH > WEST > GREET LOLA > SHOW GOLD TO LOLA > EAST > GIVE TICKET TO GUARD > WAIT UNTIL 1:00 Wait until the queen rides by. > MOON QUEEN > OPEN DRAIN > CLOSE DRAIN > FIX SINK > TURN ON HOT WATER > PUT COIN IN HOT WATER > LOOK AT COIN > KWELP COIN > TAKE BUBBLEWAND > WEST > WEST > SOUTH > EAST > EAST > EAST > EAST > EAST > EAST > EAST > EAST > SOUTH > SOUTHWEST > UP > TAKE LARVA, BEDSHEET AND BUSH > DOWN > NORTHEAST > EAST > DOWN > EAST > ATTACH BUBBLEWAND TO APPLIANCE > PISEKS LARVA > DROP ALL > PUSH WHITE BUTTON AND BLACK BUTTON > TAKE SPELL BOOK, FIREFLY, BUSH AND BEDSHEET > WAIT > WAIT > WAIT > ENTER APPLIANCE > SET LEFT DIAL TO G > SET RIGHT DIAL TO 7 > PULL LEVER > WAIT > LEAVE APPLIANCE > DEPLUMIT > UGUGOOWAH > SOUTHEAST > SOUTH > FRIMP MANHOLE COVER > UP > UP > WEST > WEST > SOUTH > UP > PUSH BUTTON > PUSH PASTRY CART NORTH > PUSH PASTRY CART NORTH > PUT BODY ON CART > COVER BODY WITH BEDSHEET > TAKE PORTRAIT > PUSH CART SOUTH Wait until Joey Rottenwood arrives. > SHAKE BUSH > TAKE WAND > PUSH CART SOUTH > DOWN > NORTH > EAST > NORTH > EAST > DEPLUMIT > ATTACH BUBBLEWAND TO APPLIANCE > DROP ALL > PUSH WHITE BUTTON AND BLACK BUTTON > TAKE PORTRAIT AND SPELL BOOK > ENTER APPLIANCE > TURN POWER DIAL TO 6 > KWELP PORTRAIT > PULL LEVER > LEAVE APPLIANCE

Spellcasting 101: Sorcerers Get All The Girls

> OPEN RIGHT WINDOW > LOOK OUT RIGHT WINDOW > TAKE HAY > DROP HAY OUT RIGHT WINDOW > OPEN LEFT WINDOW > OPEN DRAWER > TAKE APPLICATION AND LOVE NOTE > JUMP OUT LEFT WINDOW > OPEN SHED > LOOK UNDER ROCK > TAKE RUSTY KEY > PUSH MISS BEANCOUNTER > TAKE RUSTY KEY > UNLOCK SHED WITH RUSTY KEY > OPEN SHED DOOR > WEST > WEAR OVERALLS > EAST > EAST > ENTER LONG LINE > WAIT > WAIT Use the registration form to answer the three questions. [+] > EAST > EAST > SIT > GUB TREE > ZEM SELF > SOUTH > KILL ATOMIC DRAGON WITH SWORD > VAI IVY > CLIMB IVY > PULL LEVER > FREE DAMSEL > NORTH > SOUTHWEST > WEST > SOUTHWEST > WAIT 6 HOURS Wait until you receive the spell box. > NORTHEAST > NORTHWEST Wait until Gretchen appears. > ESCORT GRETCHEN > SOUTH > EAST > PUT GRETCHEN IN BED > SEARCH GRETCHEN If in Naughty mode: > SEARCH GRETCHEN > SLEEP > OPEN SKONN BOX > TAKE SPELL BOOK AND EMBOSSED KEY > WEST > SOUTHWEST > UNLOCK DOOR WITH EMBOSSED KEY > OPEN DOOR > NORTHWEST > OPEN FRIMP BOX > SOUTHEAST > EAST > NORTHEAST > FRIMP TRAP DOOR > OPEN TRAP DOOR > DOWN > SOUTHEAST > SOUTH > EAST > EAST > SOUTHWEST > WEST > SOUTH > WEST > WEST > DOWN > OPEN DISPAR BOX > UP > NORTHEAST > NORTH > NORTH > NORTH > WAIT UNTIL 11:30 > FRIMP TRAP DOOR > OPEN TRAP DOOR > UP > UP > TAKE POPULAR BOOK > SKONN BUST > UP > OPEN KABBUL BOX > DOWN > DOWN > WEST > WAIT 6 HOURS > WAIT 45 MINUTES > SOUTH > UP > SIT > YES > ASK PROFESSOR ABOUT APPLIANCE > WAIT If in Nice mode: > CLEAN DISHES Else: > SCORE WITH HILLARY > EAST > WAIT UNTIL 10:00 > WAIT > SLEEP > TAKE SPELL BOOK > WEST > NORTHEAST > EAST > WAIT UNTIL 13:00 Note you receive the talisman. > TAKE SPELL BOOK > SIT > GUB TREE > ZEM SELF > SOUTH > KILL ATOMIC DRAGON WITH SWORD > VAI IVY > CLIMB IVY > PULL LEVER > FREE DAMSEL If in Naughty mode: > SCORE WITH DAMSEL Wait until the simulation ends. > WEST > SOUTHWEST > UP > DISPAR SURFBOARD > TAKE SURFBOARD > OPEN BLUBBA BOX > DOWN > SOUTHWEST > PUT SURFBOARD IN WATER > STAND ON SURFBOARD > TURN RIGHT DIAL TO TICK > TURN LEFT DIAL TO 6 > PUSH BUTTON Wait until you reach the Island of Lost Soles. > READ SIGN > KABBUL BLAISE > KABBUL ASHBY > KABBUL BERNIE > KABBUL CHARLIE > KABBUL CHARLOTTE > SOUTHEAST > KABBUL ROD > KABBUL BARB > KABBUL BROOKE > KABBUL CLIFFORD > KABBUL SANDFORD > KABBUL BRIDGITTE > NORTH > KABBUL PEG > KABBUL JIM > KABBUL JACK > KABBUL MATT > KABBUL BELLE > KABBUL DOLLY > KABBUL MIKEY > KABBUL CARMEN > OPEN DOOR > EAST > OPEN SAFE > KABBUL TY > KABBUL ADAM > KABBUL BUCK > KABBUL ADLAI > KABBUL JULES > KABBUL KITTY > KABBUL PENNY > KABBUL WILMA > KABBUL PIERRE > KABBUL WILBUR > KABBUL WILLIE > KABBUL WILTON > KABBUL WILHELM > KABBUL WILLIAM > KABBUL NICHOLAS > KABBUL WILL > SLEEP > TAKE SPELL BOOK AND TALISMAN > DOWN > KABBUL LUCY > KABBUL BETTY > KABBUL DAISY > KABBUL DUSTY > KABBUL GABBY > KABBUL HARDY > KABBUL LACEY > KABBUL ARCHIE > KABBUL CONNIE > KABBUL GOLDIE > SOUTH > KABBUL CY > KABBUL MIKE > KABBUL BLAIR > KABBUL CAROL > KABBUL MELODY > KABBUL WINNIE > KABBUL HUMPHREY > KABBUL NOEL > NORTHEAST > KABBUL LULU > KABBUL BOBBY > KABBUL BILLY > KABBUL LAURIE > KABBUL GAYLORD > KABBUL LUCILLE > WEST > UP > EAST > KABBUL PAT > KABBUL STU > KABBUL FRANK > KABBUL PATTY > KABBUL RICKY > KABBUL WALDO > KABBUL SHERRY > UP > KABBUL BO > KABBUL TOM > KABBUL BILL > KABBUL BUNNY > KABBUL KNUTE > KABBUL TEDDY > KABBUL KERMIT > DOWN > WEST > WEST > NORTH > KABBUL DAWN > KABBUL GAIL > KABBUL LEIF > KABBUL ROBIN > KABBUL ERNEST > KABBUL WOODROW > KABBUL WOLFGANG > SOUTHWEST > STAND ON BOARD > TURN RIGHT DIAL TO PIG > TURN LEFT DIAL TO 4 > PUSH BUTTON Wait until you reach the Island Where Time Runs Backwards. > DROP WAYBREAD > SOUTH > SOUTHWEST > JUMP > WAIT > WAIT > ENTER SMALL MUDBATH > ENTER MEDIUM MUDBATH > ENTER LARGE MUDBATH > UP > EAT SMALL WAYBREAD > EAT MEDIUM WAYBREAD > EAT LARGE WAYBREAD If in Nice mode: > PLAY CHESS WITH SMALL NUN > PLAY CHESS WITH MEDIUM NUN > PLAY CHESS WITH LARGE NUN Else: > HAVE SEX WITH SMALL CONCUBINE > HAVE SEX WITH MEDIUM CONCUBINE > HAVE SEX WITH LARGE CONCUBINE > EAST > OPEN DOOR > READ SIGN > NORTHWEST > LOOK AT PEDESTAL > NORTH > GIVE BUNDEROT BOX TO DIRECTOR > GET OFF SURFBOARD > OPEN BUNDEROT BOX > TURN RIGHT DIAL TO SLUG > TURN LEFT DIAL TO 8 > PUSH BUTTON Wait until you reach the Island of the Amazons. > SOUTHWEST > WEST If in Nice mode: > FIX LEAKY PIPE Else: > SCORE WITH AMAZON > FRIMP BED > TAKE BONNET > OPEN CHEST > TAKE SHOES > UP > OPEN WARDROBE > TAKE GOWN > UP > EAST > SOUTH > TAKE SWORD, POMEGRANATE AND LIPSTICK > NORTH > WEST > UNDRESS > WEAR GOWN, BONNET, SHOES AND LIPSTICK > EAST > NORTHEAST > STAND ON SURFBOARD > UNDRESS > WEAR CLOAK > TURN RIGHT DIAL TO BAT > TURN LEFT DIAL TO 14 > PUSH BUTTON Wait until you reach the Restaurant at the End of the Ocean. > OPEN MAJJELLO BOX > NORTH > ORDER PYGMY SHARK > WAIT > BUNDEROT SHARK > OPEN MAJJELLO BOX > SOUTH > STAND ON SURFBOARD > MAJJELLO RIGHT DIAL > TURN RIGHT DIAL TO BOA > TURN LEFT DIAL TO 10 > PUSH BUTTON Wait until you reach the Island of Gods. > UNLOCK ISLAND WITH BIG KEY > NORTH > NORTH > WEST > WAIT > HIDE BEHIND CURTAIN Wait until Ocarina finds you.
If in Nice mode: > HELP GODDESS Else:br; > SCORE WITH GODDESS Note you receive the GWEEK spell box. > OPEN GWEEK BOX > GWEEK GARBAGE > BUNDEROT GARBAGE > OPEN GOBERDUNA BOX > SOUTH > SOUTH > SOUTH > STAND ON SURFBOARD > TURN RIGHT DIAL TO PIG > TURN LEFT DIAL TO 13 > PUSH BUTTON Wait until you reach the island. > GOBERDUNA LOK PIK MONSTER > EAST > GUB TREE > ZEM SELF > SOUTH > KILL ATOMIC DRAGON WITH SWORD > VAI IVY > CLIMB IVY > PULL LEVER > FREE LOLA > TAKE PURSE > OPEN PURSE > OPEN TRAP DOOR > DOWN > KABBUL ART > LOLA, STAND ON GOLD X > ART, STAND ON SILVER X > STAND ON BRONZE X > WEST > GIVE POPULAR BOOK TO JOEY > WAIT > WAIT > WAIT > CAST BLUBBA > BURN SPELL BOOK WITH FLAMETHROWER > OPEN EKSLAKSIA BOX

The Sorceror’s Appraisal

Walk to the crayon. > TAKE CRAYON Walk to the bookshelf. > LOOK BOOKS > TAKE NOTEBOOK Walk west, to the knife. > TAKE KNIFE Walk to the left cupboard. > OPEN CUPBOARD > LOOK CUPBOARD > TAKE SALT Walk east, to the fire. > TURN OFF FIRE > ENTER FIREPLACE Walk to the kit. > TAKE KIT > READ NOTEBOOK > DRAW CIRCLE > READ NOTEBOOK > PUT CANDLES ON CIRCLE > READ NOTEBOOK > POUR BLOOD IN CIRCLE > READ NOTEBOOK > PUT SALT ON KNIFE > READ NOTEBOOK > RECITE WORDS > READ NOTEBOOK > CUT AIR Walk into the portal. Walk south, west, to the rock. > TAKE ROCK Walk west, west. > CAST FISSOP Walk to the gem. > LOOK GEM Walk east, east, east, south, south, south, west. Walk to the gun. > TAKE GUN Walk west. > CAST VIOGRA ON MONSTER Walk to the dead man. > TAKE SKULL > LOOK ARMOUR > TAKE SHARD Walk east, south, to the puddle. > TAKE BLOOD Walk to the stone. > PUT SKULL ON STONE > CRUSH SKULL WITH ROCK Walk north, east, north, east, to the crystal. > SHOOT CRYSTAL Walk to the fragments. > TAKE BITS Walk west, north, north, west, west, west, to the altar. > DRAW CIRCLE > LOOK BITS > PUT BITS ON CIRCLE > POUR BLOOD IN CIRCLE > PUT BONE ON SHARD > RECITE WORDS > CUT AIR > ENTER PORTAL > READ NOTEBOOK > LOOK WATER > CAST VIOGRA ON FISH Walk to the fish. > TAKE FISH > MOVE SAND > DRAW CIRCLE > CUT FISH > PUT FISH IN CIRCLE Wait until the ship passes by. > POINT AT SHIP Walk into the circle.

Sorcerer

> WAIT > FROTZ SELF > STAND UP > WEST > WEST > MOVE WALL HANGING > TAKE KEY > LOOK AT DESK > OPEN DRAWER > TAKE JOURNAL > EAST > SOUTH > WEST > TAKE SCROLL > EAST > SOUTH > WEST > TAKE MATCHBOOK AND OCHRE VIAL > OPEN OCHRE VIAL > DRINK OCHRE POTION > EAST > READ MATCHBOOK > OPEN RECEPTACLE > PUT MATCHBOOK IN RECEPTACLE > DROP OCHRE VIAL > LOOK AT SCROLL > GNUSTO GASPAR > OPEN JOURNAL > READ JOURNAL Note the current code. > OPEN RECEPTACLE > TAKE ORANGE VIAL > EAST > TAKE SCROLL > LOOK AT SCROLL > GNUSTO MEEF > WEST > DOWN Find the current code in the Infotater. [+] Press the buttons in the order corresponding to the current code. > TAKE SCROLL > LOOK AT SCROLL > AIMFIZ BELBOZ > NORTHEAST > DOWN > DOWN > SOUTH > LEARN IZYUK > IZYUK SELF > WEST > WEST > WEST > NORTH > TAKE ZORKMID > SOUTH > EAST > LEARN IZYUK > IZYUK SELF > EAST > EAST > NORTH > UP > UP > EAST > NORTHEAST > LEARN PULVER > PULVER RIVER > NORTH > NORTHEAST > TAKE SCROLL AND BAT GUANO > LOOK AT SCROLL > GNUSTO FWEEP > DOWN > SOUTHWEST > UP > WEST > LEARN IZYUK > WEST > IZYUK SELF > NORTHEAST > SOUTHEAST > EAST > LOWER FLAG > LOOK AT FLAG > TAKE AQUA VIAL > EAST > LOOK IN CANNON > DROP BAT GUANO IN CANNON > TAKE SCROLL > LOOK AT SCROLL > WEST > WEST > SLEEP > LEARN IZYUK > LEARN IZYUK > IZYUK SELF > NORTHWEST > SOUTHWEST > IZYUK SELF > EAST > EAST > DOWN > DOWN > EAST > WAKE GNOME > GIVE ZORKMID TO GNOME > EAST > EAST > NORTH > NORTH > LEARN FWEEP > LEARN FWEEP > LEARN FWEEP > DROP ALL > EAST > FWEEP SELF > NORTH > EAST > SOUTH > SOUTH > WEST > DOWN > EAST > EAST > NORTH > NORTH > UP > UP > SOUTH > EAST > TAKE SCROLL > PUT SCROLL IN HOLE > FWEEP SELF > WEST > WEST > SOUTH > EAST > DOWN > DOWN > WEST > WEST > UP > UP > NORTH > NORTH > DOWN > EAST > FWEEP SELF > SOUTH > EAST > NORTH > DOWN > WEST > SOUTH > WEST > UP > WEST Wait until the Fweep spell wears off. > TAKE ALL > SOUTH > SOUTH > EAST > TAKE PARCHMENT SCROLL > LOOK AT PARCHMENT SCROLL > GNUSTO SWANZO > WEST > WEST > WEST > SEARCH GNOME > SLEEP > WEST > WEST > SOUTHWEST > DOWN > SOUTH > SOUTHWEST > WEST > GIVE ZORKMID TO GNOME > WEST > WEST > SOUTH > OPEN AQUA VIAL > DRINK AQUA POTION > DROP AQUA VIAL > TAKE BALL > THROW BALL AT BUNNY > LOOK AT GLITTERING SCROLL > GNUSTO MALYON > NORTH > EAST > EAST > NORTHEAST > SOUTH > LEARN MALYON > YONK MALYON > MALYON DRAGON > SOUTH > OPEN ORANGE VIAL > EAST > WAIT > DRINK ORANGE POTION > LOOK AT TWIN Note the combination number. > GIVE SPELL BOOK TO TWIN > EAST > SET DIAL TO .. Replace .. with the combination number. > OPEN DOOR > EAST > DROP ALL > TAKE ROPE > UP > SOUTHWEST > TIE ROPE TO TIMBER > NORTHWEST > WEST > PUT BEAM OVER CHUTE > DROP ROPE DOWN CHUTE > DOWN > TAKE SCROLL > LOOK AT SCROLL > GOLMAC SELF > OPEN LAMP > TAKE SMELLY SCROLL > DOWN > TWIN, THE COMBINATION IS .. Replace .. with the combination number. > WAIT > DOWN > LOOK AT SCROLL > GNUSTO VARDIK Wait until the vilstu potion wears off. > SLEEP > NORTHEAST > LEARN MEEF > DROP SPELL BOOK > SOUTH > DOWN > MEEF SPENSEWEED > OPEN CRATE > TAKE GRUE REPELLENT > UP > NORTH > TAKE SPELL BOOK > NORTH > LEARN MEEF > MEEF PLANTS > LEARN VARDIK > VARDIK SELF > SPRAY REPELLENT ON SELF > WEST > WEST > OPEN WHITE DOOR > LEARN SWANZO > SWANZO BELBOZ

Scapeghost: Poltergeist

Transfer your points from the previous episodes. > WEST > SOUTH > SOUTH > EAST > LOOK VAN > HIDE IN VAN Wait until Big John and Weasel get out at the barn. > WEST > WEST Note the taxi at the back of the barn. > SEARCH HAY > TAKE SPRAYER > EAST > NORTHEAST > NORTH > TOUCH CONNECTORS WITH SPRAYER > SOUTH > SOUTHWEST > IN > LOOK CUPBOARD > PULL CIRCUIT BREAKER > EAST Wait until John leaves. > WEST > UP > UP > WEST > WAIT > WAIT > WAIT > WAIT Note that John needs to be distracted. > TAKE BULB > DROP BULB > TAKE GLASS > EAST > DOWN > DOWN > DOWN > WAIT FOR WEASEL > WAIT > IN > NORTH > WAIT 4 Note you hear Big John mutter. > MANIFEST > CUT ROPES WITH GLASS > SOUTH > WAIT FOR WEASEL > PUSH HAMMER > MANIFEST > SARAH, TIE WEASEL > OUT > UP > UP > PUSH STAIR > SARAH, GO TO TAXI, DEFLATE TYRES, GO TO ME > WAIT 8 Note Sarah deflated the taxi’s tires. > DOWN > SARAH, HIDE IN CUPBOARD, WAIT FOR ME > UP > UP > WEST Wait until John needs to be distracted quickly. > COOL JOHN > EAST > DOWN > DOWN > EAST > WEST > UP > UP > WEST Wait until John will notice the police soon. > CHARGE LAMPHOLDER Wait until John will notice the police soon. > BLOW CURTAINS > EAST > WEST > MANIFEST > EAST > DOWN > DOWN > MANIFEST > SARAH, EAST, TAKE BRIEFCASE, WEST, HIDE IN CUPBOARD, WAIT FOR ME Note Sarah takes the briefcase. > OUT > WEST > DEFLATE TYRES Wait until you hear the car approach. Wait until John arrives. > BEND KEY Wait until the taxi arrives. > GET IN TAXI > MANIFEST Repeat until you overcome Severian.

Scapeghost: Haunted House

Transfer your points from episode 1: November Graveyard. > NORTH > NORTH > EAST > NORTH > NORTH > WAIT Joe should note now you should move away to avoid the headlights. > SOUTH > NORTH > NORTH > NORTH > NORTH Note that you crossed the green. > CONCENTRATE > WEST > IN > WAIT > WAIT > EAST > UP > WAIT > EAST > WEST > OUT > WEST > CONCENTRATE > DIG > TAKE CARD > EAST > IN > DROP CARD > LOOK DIRECTORY > LOOK BOOKMARK > JOE, WAIT 1, TAKE BOOKMARK > TAKE BOOKMARK Note the envelope evidence is planted. > UP > REMOVE BULB > OUT > WEST > LOOK DITCH > LOOK BRANCH > COOL WATER > TAKE MAP > EAST > IN > DROP MAP > EAST > REACH IN CHIMNEY > WEST > OUT > EAST > REACH THROUGH WALL > JOE, WEST, IN, EAST, REACH THROUGH WALL > WAIT 3 > REACH THROUGH WALL > WEST > IN > EAST > TAKE PAPER > READ PAPER > WEST > DROP PAPER > PUSH SWITCH > WEST > REMOVE BULB > TAKE FOIL > PUT FOIL IN LAMPHOLDER > PUSH SWITCH > EAST > CONCENTRATE > WAIT > WAIT > WAIT > WAIT > WAIT > WAIT > UP > UP > LOOK TANK > GO THROUGH GAP > TAKE PLUG > TIE PLUG TO LUKE > TAKE SOCKET > DOWN > OPEN PANEL > PUT SOCKET IN PANEL > CLOSE PANEL > PUSH CLOCK > DOWN > TAKE PLUG > UP > NORTH > THROW PLUG AT MIRROR > TAKE BRIEFCASE > SOUTH > DOWN > DROP BRIEFCASE > WEST > PUSH BOTTLE > HEAT VAPOUR > BLOW CURTAINS > EAST Wait until the fire brigade finds Luke’s body.

Scapeghost: November Graveyard

> WAIT 3 > WEST > LOOK DETECTIVE > SOUTH > SOUTH > LOOK VAULT > LOOK BAGS > NORTH > NORTH Wait until the ghost arrives. > GHOST, HELLO > NORTH > WAIT > NORTH > NORTH > WAIT > SOUTHWEST > WEST > WAIT > WAIT > NORTHWEST > WAIT > SOUTHWEST > SOUTH > WAIT > SOUTH > SOUTH > WAIT > WAIT > NORTH > EAST > EAST > LOOK LOCK > NORTHEAST > EAST > TAKE THISTLEDOWN > WEST > WEST > WEST > NORTHWEST > TAKE PETAL > NORTHEAST > EAST > SOUTHEAST > TAKE LEAF > SOUTH > SOUTH > TAKE MATCHBOOK > EAST > TAKE PEBBLE > LOOK NEW WREATH > TAKE WHITE CARD > WEST > WEST > WEST > SEARCH BRANCHES > LOOK FADED WREATH > TAKE YELLOW CARD > EAST > EAST > EAST > PUT YELLOW CARD ON NEW WREATH > WEST > SOUTH > FOLLOW DOG > PAT DOG > PAT DOG > PAT DOG > EXAMINE DOG > TAKE FISHBONE > GO TO MY GRAVE > WAIT FOR DOG > TAKE WREATH > NORTH > NORTH > NORTH > WAIT FOR DOG Note Edna and Bert will help you now. > EDNA, FOLLOW ME > BERT, FOLLOW ME > SOUTH > SOUTHWEST > SOUTHWEST > WEST > TAKE BRANCH > EAST > EDNA, WAIT 3, PUSH SHORT LEVER > BERT, WAIT 2, PUSH MEDIUM LEVER > JOE, WAIT 1, PUSH LONG LEVER > PUSH BARREL > PULL HANDLE > IN > TAKE WATCH > OUT > WEST > WEST > SOUTH > PUT WATCH IN VASE > EDITH, FOLLOW ME > NORTH > EAST > EAST > IN > TAKE BELL > OUT > NORTHWEST > WEST > WAIT > WAIT > TIE BELL TO DOGWOOD BUSH > VIOLET, FOLLOW ME > SOUTHEAST > EAST > IN > PUSH SWITCH > WEST > WEST > IN > PUSH SWITCH > WAIT FOR COLONEL > COLONEL, FOLLOW ME > OUT > NORTH > NORTH > WAIT > WAIT > PUSH URN > DAVID, FOLLOW ME > SOUTH > SOUTH > NORTHEAST > NORTH > LOOK STONEWORK > LOOK PLINTH > LOOK STATUE > WAKE STATUE > ALEX, FOLLOW ME > SOUTH > SOUTHWEST > IN > DAVID, WAIT 1, PUSH BUTTON > PUSH BUTTON > OUT > NORTHEAST > DAVID, WAIT 1, PUSH SUNDIAL > PUSH SUNDIAL > TAKE GNOMON > SOUTH > SOUTH > PUSH WALL

Wishbringer

> SOUTH > WAIT > TAKE ENVELOPE > NORTH > WEST > WEST > YES > NORTH > WAIT > GIVE ENVELOPE TO GRAVEDIGGER > WAIT > DOWN > TAKE BONE > UP > SOUTH > EAST > EAST > EAST > GIVE BONE TO POODLE > NORTH > WAIT > TAKE PAPER > NORTH > LOOK IN FOUNTAIN > TAKE COIN > NORTH > NORTH > NORTH > NORTH > EAST > UP > WEST > NORTH > UP > EAST > SOUTH > UP > OPEN DOOR > ENTER MAGICK SHOPPE > WAIT > WAIT > GIVE ENVELOPE TO WOMAN > OPEN ENVELOPE > READ LETTER TO WOMAN > WAIT > TAKE CAN > WAIT > WAIT From now on, you need to avoid the marching boots. > DOWN > NORTH > WEST > DOWN > SOUTH > EAST > DOWN > TAKE BRANCH > TAKE BRANCH > WEST > OPEN CAN > TAKE CAN > CRUSH CAN > DROP CAN > TAKE STONE > OPEN GATE > SOUTH > SOUTH > WEST > SOUTH > PUT BRANCH IN PIT > TAKE BRANCH > DIG IN SAND > TAKE WHISTLE > BLOW WHISTLE > WEST > WAIT > TAKE HAT > WAIT > BLOW WHISTLE > DROP BRANCH > SOUTH > YES > EAST > DOWN > NORTH > EAST > LOOK AT HOLE > PUSH BED > UP > TAKE BLANKET > DOWN > NORTH > EAST > PUT BLANKET ON GRUE > OPEN FRIDGE > TAKE EARTHWORM > WEST > WEST > PUSH STUMP > UP > NORTH > EAST > EAST > SOUTH > OPEN MAILBOX > WAIT > WAIT > WAIT > NORTH > EAST > GIVE HAT TO PELICAN Note the magic word. > WEST > WEST > SOUTH > SOUTH > LOOK IN FOUNTAIN > PUT EARTHWORM IN FOUNTAIN > TAKE TOKEN > EAST > BUY TICKET > ENTER THEATER > GIVE TICKET TO GRAVEDIGGER > NORTH > LOOK UNDER SEAT > TAKE GLASSES > SOUTH > LEAVE > YES > EAST > SOUTH > PUT TOKEN IN SLOT > PUSH JOYSTICK WEST > PUSH JOYSTICK WEST > PUSH JOYSTICK SOUTH > PUSH JOYSTICK SOUTH > PUSH BUTTON > YES > YES Say the magic word. > SOUTH > WAIT > GIVE NOTE TO CRISP > TAKE COAT > LOOK IN COAT > TAKE KEY > UNLOCK CHAINS WITH KEY > PULL LEVER > TAKE NOTE > READ NOTE > OPEN HATCH > UP > UP > WEAR GLASSES > TAKE BROOM > LOOK AT PANEL > FLIP SECOND SWITCH > DOWN > TAKE OFF GLASSES > MOVE PAINTING > TURN CRANK > NORTH > NORTH > EAST > ALEXIS, HEEL > OPEN DOOR > ENTER COTTAGE > TAKE STEEL KEY > LEAVE > NORTH > UNLOCK DOOR WITH STEEL KEY > ENTER LIBRARY > WAIT > SOUTH > LOOK AT SCULPTURE > BREAK CASE WITH BROOM > PUT STONE IN SCULPTURE > YES > YES > KNOCK ON DOOR

The Witness

> NORTH > NORTH > RING BELL > EAST > WAIT > SIT DOWN IN WOODEN CHAIR > READ NOTE > WAIT UNTIL 9:10 Waiting automatically stops when Linder is shot. > DROP TELEGRAM, MATCH BOOK AND NOTE > STAND UP > PUSH BUTTON > LOOK AT CLOCK > PHONG, GIVE ME THE KEYS > LOOK AT KEYHOLE > TAKE POWDER > LOOK AT WINDOW > TAKE GREEN WIRE > UNLOCK CLOCK > WEST > NORTH > NORTH > ANALYZE POWDER > OPEN BUTLER DOOR > WEST > OPEN MYSTERY BOOK > TAKE RECEIPT > READ RECEIPT > EAST > EAST > UNLOCK BACK DOOR > OPEN BACK DOOR > EAST > SOUTH > LOOK AT FOOT PRINTS > WAIT FOR DUFFY > ANALYZE FOOT PRINTS > SOUTH > TAKE GUN > WEST > LOOK AT FOOT PRINTS > ANALYZE FOOT PRINTS > MATCH BACK-YARD CAST WITH SIDE-YARD CAST > ANALYZE HANDGUN > WEST > NORTH > EAST > UNLOCK WORKSHOP DOOR > OPEN WORKSHOP DOOR > UNLOCK GARAGE DOOR > OPEN GARAGE DOOR > EAST > LOOK AT GREEN WIRE SPOOL > MATCH GREEN WIRE PIECE WITH GREEN WIRE SPOOL > WEST > NORTH > NORTH > NORTH > NORTH > NORTH > MATCH BACK-YARD CAST WITH SHOES > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > EAST > WAIT FOR DUFFY > WAIT FOR MONICA > SHOW RECEIPT TO MONICA > WAIT 30 MINUTES Wait until Monica leaves. > WEST > NORTH > EAST > WEST > NORTH > NORTH > EAST > NORTH > WAIT FOR MONICA > ASK ABOUT MR. LINDER > ASK ABOUT GREEN WIRE > SOUTH > WEST > WAIT FOR MONICA > LOOK > SOUTH > SOUTH > EAST > HANDCUFF MONICA TO THE LOUNGE > SEARCH MONICA FOR KEY > UNLOCK CLOCK > OPEN CLOCK > SEARCH MONICA FOR GUN > WAIT FOR DUFFY > ARREST MONICA > YES

Woodruff and the Schnibble of Azimuth

Take the underwear button. Talk to the onlooker. Repeat until the onlooker mentions where J.F. Sebastian is. Walk northeast, southeast. Move the wooden box. Kick the nut while the box is held. Take the nut. Talk to the beggar. Use the nut on the beggar. Take the leather boot of crocomoth hair. Walk west, west. Use the boot on the leather boot of crocomoth hair. Take a leather boot of crocomoth hair. Take the leather boot of crocomoth hair. Walk northeast. Give the photo of Azimuth to the young woman. Walk east. Take the nut. Walk southeast. Talk to the Wino. Use the bag of feathers. Go to the entrance of the Wino bar. Talk to the customer in the foreground. Talk to the bar owner. Talk to the bar owner. Talk to the bar owner. Talk to the bar owner. Talk to the bar owner. Talk to the bar owner. Give the article to the bar owner. Look at the notice. Talk to J.F. Sebastian. Repeat until you change location. Take the brush. Walk east, east. Use the brush on the tar bucket. Give the coffee to the Wino. Walk east. Kick the can of food. Kick the can of food. Take the can of food. Take the bean. Walk east, northeast. Use the “A” stone on the “A” imprint. Use the Tobozon. Dial the number of the meteo channel. Note there is a large meteorite expected to fall at the Bigwig’s area. Walk west. Use the elevator. Go to the administrative center. Walk west. Use the employment ad. Talk to the gambler. Walk east. Look at the dynamometric wheel. Use the nut on the dynometric wheel. Walk west. Take the finger made of morphoplastoc. Walk east. Talk to Jeff, the lovebird. Use the brush with tar on the poster. Talk to Jeff, the lovebird. Talk to Jeff, the lovebird. Use the feathers on Jeff, the lovebird. Use the flopper, glapper and switch until the nose appears. Use the plastoc finger on the big nose. Walk east. Talk to the Boozook woman wearing excessive make-up. Talk to Spinning Top. Talk to Spinning Top. Talk to Spinning Top. Talk to Spinning Top. Use the flipper. Use the flipper. Use the flipper. Take the strul. Use the strul on the money machine. Walk to the Wino’s bar. Use the barman’s pocket. Walk north. Go to the clandestine gaming room. Talk to the bookmaker. Use the struls on either red of black. Repeat until you have at least 20 struls. Walk east, east. Use the large meteorite. Walk east. Go to the Bigwig’s area. Use the weather watch. Wait for the meteorite to fall. Take the meteorite fragment. Look at the left ad. Use the Tobozon. Dial the number of the Heart to Body channel. Dial the Heart to Body number. Use the Tobozon. Dial the number of Coh Cott. Dial the number of the recruitment agency. Take the shirt front. Enter the artificial limbs and joints store. Enter the artificial limbs and joints store. Use the stain. Take the trash bag. Go to the factory’s entrance. Take the newspaper. Use the bench. Use Woodruff. Repeat until Woodruff starts crying. Use the doorbell. Use the doorbell. Use the Tobozon. Dial the number of the Azimuth channel. Walk northwest. Talk to the Temple guard. Talk to the Temple guard. Walk west. Talk to the powerless wiseman. Talk to the powerless wiseman. Talk to the powerless wiseman. Talk to the powerless wiseman. Give a strul to the wiseman. Go to the slammer’s dead end. Walk west, east, east. Go to the administration center. Go to the nut merchant. Walk west. Go to the virtual trip tower. Use the elevator. Talk to the virtual trips agency owner. Talk to the virtual trips agency owner. Talk to the virtual trips agency owner. Give the meteorite fragment to the virtual trips agency owner. Use the elevator. Walk west, north, east. Go to the Bouzouk temple. Give the bluxtre nut to the Temple guard. Use the Tobozon. Dial the number of the meteo channel. Note there is a large meteorite expected to fall at the administration center. Walk west, east. Go to the Brotoflatron plaza. Go to the administration center. Use the weather watch. Use the bluxtre nut on the impact position. Note the nut rolls away. Take the bluxtre nut. Go to Azimuth’s house. Walk west. Go to Wino’s alley. Use the bluxtre nut on the tar barrel. Use the Tobozon. Dial the number of the meteo channel. Note there is a large meteorite expected to fall at the Bigwig’s area. Go to the bar of friendship. Walk north, north, east, east. Use the weather watch. Use the bluxtre nut with tar on the cross. Wait until the meteorite falls. Take the bluxtre pulp. Go to the factory’s entrance. Go to the Bouzouk temple. Give the bluxtre pulp to the Temple guard. Go to the wisemen chambers. Take the lid of a pot. Take the gasoline container. Use the message. Go to the second level. Talk to the Word wiseman. Talk to the Word wiseman. Talk to the Word wiseman. Use the digicode as noted in the Tobozon to open the Talent wiseman’s door. Use the digicode as noted in the Tobozon to open the Council chamber. Use the window. Go to the third level. Use the message. Use the digicode as noted on the Tobozon to open the Throne room. Go to the Throne room. Take the list of magic formulae. Take the Boozook chewing-gum. Use the menu. Talk to his Widthness, the King. Give the bottle-opener to the Boozook King. Talk to his Widthness, the King. Talk to the Strength wiseman. Talk to the Strength wiseman. Talk to the Strength wiseman. Walk west. Go to the first level. Walk east, west. Use the Tobozon. Dial the number of the meteo channel. Note there is a shower expected at the Red Light district. Go to the slammer’s dead end. Walk west. Use the weather watch. Use the hat on the cross. Wait until the shower falls. Take the hat. Go to the clandestine gaming room. Walk west. Use the chewing-gum on the hose. Use the water hat on the water reservoir. Take the Boozook chewing-gum. Walk east, east, north, east. Go to the Bouzouk temple. Go to the wisemen chambers. Go to the second level. Go to the council chamber. Use the Time syllable on the Time wiseman. Talk to the Time wiseman. Walk west. Go to the third level. Use the digicode as noted in the Tobozon to open the Word wiseman’s door. Talk to the pet of the Word wiseman. Talk to the pet of the Word wiseman. Give the bean to the pet. Go to the first level. Walk east. Use the Basic syllable on the Word wiseman. Go to the wisemen chambers. Use the digicode as noted in the Tobozon to open the Taste wiseman’s door. Talk to the Taste wiseman. Use the digicode as noted in the Tobozon to open the Health wiseman’s door. Use the window. Go to the Health wiseman’s chamber. Go to the second level. Use the digicode as noted in the Tobozon to open the Fertility wiseman’s door. Go to the first level. Walk east, west. Go to the slammer’s dead end. Walk west, east. Use the elevator. Give struls to the virtual trips travel agency owner. Use the virtual trips seat. Look at the Bouzouk formulae. Create the memory formula (leading-basic-leading). Create the past formula (time-basic-leading). Create the diagnosis formula (basic-healing-basic). Use the elevator. Walk east. Go to the administration center. Go to Azimuth’s house. Walk west. Go to the memorial. Use the past formula on the statue. Use the overturned jar. Push the rock. Use the helmet. Use the red fish on the commander’s armour. Take the corn ear. Take the trident. Talk to the dying Boozook. Use the key ring on the dying Boozook. Use the horn. Push the rock. Use the trident on the rock. Use the trident on the rock. Use the Boozook feet. Talk to the injured Boozook. Go to the present. Use the suit of armour. Walk northwest. Go to Wino’s alley. Go to the bar of friendship. Walk north, north. Walk to the snail’s shell. Take the snail’s shell. Take the stone arm. Use the stone fish on the fish imprint. Go to the lab. Take the Schnaplure seed. Talk to professor Tourneboule. Talk to professor Tourneboule. Talk to professor Tourneboule. Talk to professor Tourneboule. Talk to professor Tourneboule. Talk to the Fertility wiseman. Talk to the Fertility wiseman. Go to the fan’s platform. Use the gasoline on the gasoline container. Use the switch. Use the fan. Talk to Jeff, the doorman. Go to the president’s quarters. Use the trash bag on the brazier. Go to the president’s quarters. Talk to the high morals club president. Give the underwear button to the high morals club president. Take the three videotapes. Use the cartoon videotape on the VCR. Use the circus videotape on the VCR. Use the diva videotape on the VCR. Use the Transportozon. Go to the place of the fountain. Use the artistic syllable on the powerless wiseman. Create the Happiness formula (artistic-basic-advice). Use the Schnaplure seed on the fountain. Use the water hat on the fountain. Use the Schnaplure bush. Use the passage to the bottom. Use the public tobozon. Use the passage to the top. Go to the Bouzouk temple. Go to the wisemen chambers. Use the digicode as noted in the Tobozon to open the Taste wiseman’s door. Give the Schnaplure spice to the Taste wiseman. Go to the third level. Go to the throne room. Use the digicode as noted in the Tobozon to open the king’s chest. Use the Energy syllable on the Strength wiseman. Create the Strength formula (energy-advice-basic). Use the Transportozon. Go to the experimentation lab. Walk southeast. Use the Happiness formula on the special weirdo. Create the Growth formula (basic-green-advice). Use the nurse. Use the lever. Walk east. Use the Growth formula on professor Tourneboule. Use the Green syllable on the Fertility wiseman. Talk to the Fertility wiseman. Use the Transportozon. Go to the council chambers. Use the can of food on the council table. Take the Schprotznog. Talk to the Word wiseman. Talk to the Talent wiseman. Talk to the Health wiseman. Talk to the Fertility wiseman. Talk to the Time wiseman. Talk to the Strength wiseman. Talk to the Taste wiseman. Use the Tobozon. Dial the number of Coh Cott. Dial the number of Coh Cott. Use the Transportozon. Go to the administration center. Talk to the bureaucrat. Use the Strength formula on the bureaucrat. Use the graffiti. Talk to the Master. Walk west. Use the brotoflatron. Use a strul on the brotoflatron. Use the shirt front on Woodruff. Use the glasses on Woodruff. Use the plastoc chin on Woodruff. Use the brush with tar on Woodruff. Use the corn ear on Woodruff. Use a strul on the brotoflatron. Use the Tobozon. Use the breathing certificate on the drive opening. Use the perfect photo on the drive opening. Go to the Bigwig’s area. Go to the factory’s entrance. Give the employment certificate to the factory guard. Walk to the factory. Take the hat. Use the hat on the mirror. If the hat looks wrong, use the hat on the reject bin and repeat. Push the switch. Use the crate. Use the hat on the crate. Walk to the point west of the machine where the puddle is narrow. Wait until the box shoots on the wrapping machine. Make sure Woodruff saves the box. Use the knot. Talk to the foreman. Use Woodruff. Repeat until the chain breaks. Take the piece of chain. Use the piece of chain on the flanel wall. Take the screw. Use the screw on the lock. Use the screw on the hook. Use the closet. Talk to the ordinary weirdo. Use the Tobozon. Dial the number of the tax collectors channel. Walk east. Use the Transportozon. Go to Wino’s alley. Use the memory formula on the wino. Talk to the wino. Talk to the wino. Give the identity photo to the wino. Push the switch. Talk to the Master. Use the Transportozon. Go to the slammer’s dead end. Talk to the jail guard. Use the Transportozon. Go to the administration center. Talk to the bureaucrat. Use the Strength formula on the bureaucrat. Use the Memory formula on the bureaucrat. Go to Azimuth’s house. Walk west. Use the Strength formula on the toy store window. Use the Transportozon. Go to the slammer’s dead end. Give the form to the jail guard. Walk north. Take the rag. Use the rag on the window. Talk to the jail guards. Use the restroom. Talk to the robot. Use the rummy rules on the robot. Go to the door leading to the bulwark. Walk north. Use the Tobozon. — Use the Tobozon. — Dial the number of the meteo channel. Repeat until the weather man mentions violent winds at the prison. Use the weather watch. Use the kite on the cross. Wait until the winds pick up. Talk to the prisoner. Use the stone arm on the rope. Use the grabber on the left gargoyle. Use the Transportozon. Go to the fan’s platform. Use levitation on the fan. Use the shell on the spiral imprint. Use the digicode as noted in the Tobozon to open the reception door. Talk to the eye doorman. Create the Insight formula (intuitive-intuitive-basic). Use the Transportozon. Go to the virtual trip tower. Use the Insight formula on the three cup trick player. Use the Transportozon. Go to the stairs street. Take the eye made of morphoplastoc. Use the Transportozon. Go to the prison central tower. Use the grabber on the right gargoyle. Use the Insight formula on the wall. Talk to professor Azimuth. Talk to professor Azimuth. Use the Transportozon. Go to the aristocrats terrace. Use the digicode as noted in the Tobozon to open the reception door. Use the plastoc eye on the eye doorman. Go to the eye party. Talk to Coh Cott. Use the diagnosis formula on Coh Cott. Use the Transportozon. Go to the experimentation lab. Use the test tubes. Use the Transportozon. Go to the aristocrats terrace. Go to the eye party. Use the antidote on the glass. Talk to Coh Cott. Use the Happiness formula on Coh Cott. Talk to Coh Cott. Repeat until you learn about the sect. Pat the nice doggy. Use the Transportozon. Go to the factory’s entrance. Talk to the leader of the followers. Go to the Bigwig’s area. Use the mantra on the microphone of the sect. Use the mantra on the place among the initiates when it is your turn. Repeat until the High Priest calls for meditation. Use levitation. Use the computer. Talk to the High Priest. Use a strul on the cult’s hole. Use the computer. Talk to the High Priest. Use a strul on the cult’s hole. Talk to the High Priest. Use the computer. Use a strul on the cult’s hole. Use the computer. Use the grand gong. Use the grand gong. Use the small gong. Use the grand gong. Use the small gong. Use the small gong. Take the hypnotic Ceedeerom. Use the Transportozon. Go to Coh Cott’s quarters. Use the Growth formula on the plant. Go to the Bigwig’s appartment. Use the force field. Use levitation on the hatred field. Use the lid on the Bigwig. Use the hypnotic Ceedeerom on the slot in the VCR on top of the right screen. Use the viblefrotzer on the hypnotized Bigwig. Use the switch behind the Bigwig’s chair. Use the clothes. Talk to the Beast. Use the bouzouioli on Woodruff. Use the schprotznog on the hook. Use the chewing-gum on the schprotznog. Use the lock. Use the lever on the schprotznog. Use the magnetic card on the lock.

Zak McKracken and the Alien Mindbenders

Pick up the plastic card. Pick up the torn wallpaper. Use the torn wallpaper on the plastic card. Open the desk drawer. Pick up the kazoo. Open the dresser drawer. Pick up the phone bill. Pick up Sushi in the fish bowl. Open the door. Walk east. Pick up the seat cushion on the floor. Pick up the other seat cushion. Pick up the remote control. Use the power cord on the power outlet. Use the remote control. Open the cabinet. Pick up the box of crayons. Use the yellow crayon on the torn wallpaper. Pick up the butter knife. Open the refrigerator. Pick up the egg. Close the refrigerator. Pick up the small key. Use the remote control. Open the eastern door. Walk east. Use the doorbell. Use the doorbell. Use the doorbell. Pick up the stale bread. Walk to 14th Avenue. Open the door to Lou’s Loans. Buy the nose glasses. Buy the wet suit. Buy the hat. Buy the tool kit. Buy the golf club. Walk east. Open the tool kit. Use the wire cutters on the bobby pin sign. Walk to the bus. Open the door to TPC. Put on the nose glasses. Put on the hat. Walk into TPC. Pick up the application. Use the yellow crayon on the application. Read the phone bill. Open the counter door. Use the terminal. Walk west. Use the small key on the mailbox. Use the application on the mailbox. Walk to the stairs. Use the monkey wrench on the pipe. Use the stale bread on the sink. Turn on the switch. Turn off the switch. Pick up the bread crumbs. Use Sushi in the fish bowl on the sink. Walk east, to the bus. Use the kazoo. Use the CashCard on the CashCard reader. Give the CashCard to the devotee. Walk west. Open the door in the back. Pick up the toilet paper. Use the toilet paper on the sink. Turn on the sink. Wait until the sink overflows. Use the call button. Open the microwave oven. Use the egg on the microwave oven. Close the microwave oven. Turn on the microwave oven. Pick up the cushion. Pick up the lighter. Wait until the stewardess reaches the microwave oven. Open all bins. Pick up the oxygen tank. Walk to the seat. Wait until you reach Seattle. Walk east. Pick up the tree branch. Walk to the hole. Give the peanuts to the two-headed squirrel. Use the tree branch on the loose dirt. Walk east. Turn on the lighter. Use the branch on the abandoned bird nest. Use the branch on the fire pit. Use the bird nest on the branch in the pit. Turn off the lighter. Use the lighter on the nest and branch. Use the yellow crayon on the strange markings. Walk east. Use the remote control. Pick up the blue crystal. Walk west, west, west. Use the reservations terminal. Select Miami as your destination. Walk west. Give the book to the bum. Use the reservations terminal. Select San Francisco as your destination. Walk west, east, north. Take off the nose glasses. Take off the hat. Use the blue crystal on the drop slot. Wait until Annie opens the door. Give the whiskey to Annie. Give the wire cutters to Annie. Walk west, north. There should be a letter in the mailbox by now. Use the small key on the mailbox. Pick up the letter. Close the mailbox. Walk to the bus. Switch to Annie. Pick up the blotter. Pick up the CashCard. Walk west, north. Use the wire cutters on the bus. Walk into the bus. Switch to Zak. Use the CashCard on the CashCard reader. Switch to Annie. Use the CashCard on the CashCard reader. Switch to Zak. Use the reservations terminal. Select London as your destination. Walk west. Use the reservations terminal. Select Katmandu as your destination. Walk west, east. Give the book to the guard. Walk inside. Read the postcard. Walk to the Guru. Walk west. Use the lighter on the hay. Pick up the flagpole. Use the CashCard on the Yak. Use the reservations terminal. Select Kinshasa as your destination. Walk west, east. The jungle maze is randomly generated each game, so there is no set route through it. Walk through the jungle maze to the village. Enter the Shaman hut. Read the photograph. Give the golf club to the Shaman. Note in which order the people bend their knees. Walk east, to the airport. Switch to Annie. Use the reservations terminal. Select London as your destination. Walk west, east. Give the whiskey to the sentry. Pull the switch. Use the wire cutters on the gate. Walk to Stonehenge. Switch to Melissa. Open the door. Enter the door. Open the glove compartment. Pick up the CashCards. Pick up the fuse. Pick up the boom box. Pick up the digital audio tape. Walk to the door. Give the second CashCard to Leslie. Use the CashCard on the monolith. Walk inside the Hostel. Use the token on the metal plate. Pick up the burnt fuse. Use the fuse on the fuse box. Close the fuse box. Switch to Leslie. Use the CashCard on the monolith. Walk inside the Hostel. Push the button in the north wall. Push the button in the east wall. Walk east. Pick up the vinyl tape. Open the rightmost lockers. Pick up the flashlight. Pick up the covers. Pick up the broom alien. Pick up the ladder. Walk west. Push the button in the east wall. Push the button in the north wall. Give the vinyl tape to Melissa. Walk north. Use the broom alien on the sand. Walk east. Use the ladder on the door. Push the buttons in the order of Kinshasa. Pick up the ladder. Walk north, to the western massive door. Use the ladder on the pedestal. Switch to Melissa. Use the vinyl tape on the digital audio tape. Use the digital audio tape on the boombox. Walk north, east, north, to the western massive door. Turn on the boombox. Record. Use the crystal sphere. Turn off the boombox. Walk south. Switch to Leslie. Pick up the ladder. Turn on the flashlight. Walk north. Walk through the purple doorway. Walk through the blue doorway. Walk through the purple doorway. Use both switches. Wait until both gauges are at green level. Take off the helmet. Walk east, east, east, east. Walk through the blue doorway. Walk east. Read the map. Read the carvings. Read the strange markings. Note the sphinx markings. Walk west. Walk through the purple doorway. Walk through the yellow doorway. Walk west, south. Give the lit flashlight to Melissa. Switch to Melissa. Take off the helmet. Walk to the second massive door. Turn on the boombox. Play. Turn off the boombox. Walk north, northeast. Pick up the ankh. Walk west, west, south, to the eastern massive door. Turn on the boombox. Play. Turn off the boombox. Walk north, northeast. Use the ankh on the panel. Pick up the golden key. Walk east, west, south. Turn off the lit flashlight. Read the strange markings. Note the statue markings. Switch to Zak. Use the reservations terminal. Select Cairo as your destination. Walk west. Use the reservations terminal. Select Miami as your destination. Walk west. Use the reservations terminal. Select Mexico City as your destination. Walk west, east, through the jungle to the temples. Take the eastern temple entrance. Use the lighter on the torch. Walk west, east, east, east, northeast. Use the yellow crayon on the strange markings. Complete the statue markings seen on Mars. Pick up the yellow crystal shard. Walk west, east, east, northeast, west, east. Walk west, through the jungle to the airport. Use the reservations terminal. Select Lima as your destination. Walk west, east, through the jungle to the river. Use the bread crumbs on the bird feeder. Use the blue crystal on the bird. Fly to the huge carving. Fly through the left eye. Pick up the scroll. Fly outside, south. Give the scroll to Zak. Switch to Zak. Walk west, through the jungle to the airport. Use the reservations terminal. Select San Francisco as your destination. Walk west. Use the reservations terminal. Select Miami as your destination. Walk west. Use the reservations terminal. Select the Bermuda Triangle as your destination. Walk west. Wait until you’re transported. Note the colour code the pilot enters. Push the button. Wait until you meet the King. Give the fan club card to the King. Note the colour code for home. Read the Lott-O-Dictor. Note the winning sequence. Push in the colour code for home. Walk to the platform. Wait until you are transported. Walk east. Open the eastern door. Walk east, north. Open the door to Lou’s Loans. Walk inside. Buy Lotto. Enter the winning sequence. Walk east. Wait until the winning numbers are announced. Walk inside Lou’s Loans. Walk east, north. Use the kazoo. Use the CashCard on the CashCard reader. Use the reservations terminal. Select London as your destination. Walk west, east, to Stonehenge. Use the two crystal shards on the altar stone. Use the flagpole on the altar stone. Give the scroll to Annie. Switch to Annie. Read the scroll. Switch to Zak. Pick up the yellow crystal. Walk east, west. Use the reservations terminal. Select Cairo as your destination. Walk west, east, to the lower leg. Use the yellow crayon on the strange markings. Complete the sphinx markings seen on Mars. Walk inside. Keep following the doors with the sun markings. Enter the door with the eye markings. Switch to Annie. Walk east, west. Use the reservations terminal. Select Cairo as your destination. Walk west, east, to the lower leg, inside. Keep following the doors with the sun markings. Enter the door with the eye markings. Read the hieroglyphics. Push the buttons in the suggested order. Switch to Zak. Use the yellow crayon on the wallpaper map. Read the strange markings. Note the Martian Face markings. Walk west, east, east, east, east. Walk east, west, west, to Cairo. Use the reservations terminal. Select Kinshasa as your destination. Walk west, east, through the jungle to the village. Enter the Shaman hut. Give the yellow crystal to the Shaman. Use the yellow crystal. Select the location in South America. Pick up the candelabra. Use the yellow crystal. Select the northwest location. Walk west, west, west. Use the reservations terminal. Select Miami as your destination. Walk west. Use the reservations terminal. Select the Bermuda Triangle as your destination. Walk west. Use the parachute. Use the kazoo. Use the blue crystal on the dolphin. Swim underwater. Pick up all the seaweed. Pick up the glowing device. Swim to the surface. Give the glowing object to Zak. Switch to Zak. Use the yellow crystal. Select the eastern location. Use the glowing object on the base. Use the candelabra on the glowing object. Pull the lever (not the switches). Walk to the stairs, east. Switch to Annie. Walk west, east, east, east, east, east, west. Walk west, west, to the pyramid door, north. Walk to the doorway behind Zak, northwest. Switch to Zak. Walk to the doorway behind Zak, northwest. Pull the lever. Use the duct tape on the fish bowl. Put on the wet suit. Put on the oxygen tank. Put on the taped fish bowl. Use the yellow crystal. Select the Martian face chamber. Use the yellow crayon on the strange markings. Complete the Martian Face markings. Walk through the western tunnel. Turn on the lighter. Walk west, through the yellow doorway, west. Turn off the lighter. Walk south, west, west, to the Space Bug door. Use the oxygen valve. Walk outside. Use the CashCard on the monolith. Walk to the tram. Switch to Leslie. Put on the helmet. Walk west, west, to the tram. Switch to Melissa. Walk west, west. Use the token on the tram. Switch to Zak. Use the token on the tram. Switch to Leslie. Use the token on the tram. Wait until the tram leaves. Walk to the pyramid. Use the broom alien on the sand pile. Switch to Zak. Walk to the pyramid. Use the bobby pin sign on the key hole. Switch to Melissa. Walk to the pyramid. Turn on the flashlight. Walk north, northeast. Switch to Leslie. Walk north, northeast. Push the sarcophagus feet. Switch to Zak. Walk north, northeast, upstairs. Switch to Melissa. Walk upstairs. Switch to Leslie. Walk east. Switch to Zak. Walk to the white crystal. Switch to Melissa. Use the golden key on the key hole. Push the button. Select Zak. Pick up the white crystal. Use the yellow crystal. Select the Egyptian pyramide. Take off the taped fish bowl. Take off the oxygen tank. Use the blue crystal on the crystalabra. Use the white crystal on the crystalabra. Use the yellow crystal on the crystalabra. Pull the east switch. Switch to Annie. Pull the west switch.

Zero Critical

Use the PDA. Read the notes. Leave the PDA. Walk northwest. Talk to Dr. Victoria Fayn. 11 Show the ITC notice to Victoria Fayn. 55 Talk to Dr. Thomas Vilken. 23333 Walk north, northwest. Use the console between the two doors. Set the temperature to 65 degrees. Walk northwest. Use the body. Take the sym scanner. Use the medical scanner on the body. Walk northwest, northeast, south, east, north. Use the digitizer on the ruined terminal. Walk northwest. Talk to Myna Symmine. Show the sym scanner to Myna Symmine. 14 Walk east. Talk to Roger Olken. 1111 Walk south, south, north. Talk to Dr. Victoria Fayn. 12 Walk northeast, north. Use the bed. Use the computer. Walk north, south, south, east. Talk to Dr. Victoria Fayn. 11 Talk to Myna Symmine. 11 Walk northwest. Talk to Dr. Thomas Vilken. 213 Walk south, north, northwest. Walk to Myna Symmine. 1111 Show the sym scanner to Mina. Note the code Mina suggest. 1 Look at the sym scanner. Turn the sym scanner around. Read the label at the back of the sym scanner. Note the correct voltage. Walk east, south, south, north, northeast. Use the console. > 8VSYNCOREBATT Open the bin. Take the battery. Look at the sym scanner. Turn the sym scanner around. Put the battery in the battery compartment. Walk south, south, east, northwest. Use the sym scanner on Dr. Thomas Vilken. Walk northeast. Look at the cabinet. Take the sleeping pills. Look at the shelf. Take the headache pills. Open the case. Take the terminal. Walk northwest, south, north, northwest. Talk to Myna Symmine. 111111 Walk east, south, south, north, northeast, north. Look at the basket. Take the fuse. Use the fuse on the fuse box. Use the computer. Walk north, south. Use the coffee machine. Look at the coffee. Use the sleeping pills on the coffee. Give the coffee to Roger Olken. 1 Walk northeast, south. Use the sym scanner on Roger Olken. Look at Roger Olken. Take Olken’s badge. Walk south, east, north, northeast. Talk to Dr. Victoria Fayn. 1111112 Walk south, south, south, north, northeast, north. Use the bed. Use the computer. Walk north, south, south, east, north, northeast. Use the console. Push the Power Room Lock button. Walk northeast. Look at the table to the east. Take the conduit list. Note the code for the lift. Walk south, south, south. Use the terminal on the open conduits. Enter code CCVC. Walk north, to the lift. Look at the papers on the floor. Take the photograph. Turn over the photograph. Walk south, south, south, west, northeast. Talk to Magus Canter. Show the photograph to Magus. 1111111 Note the coordinates. 5 Walk west, northwest, east, north, to the lift, northwest. Use the terminal on the antenna patch-in. > 834701 Push the accept button. Walk northwest. Look at the screen. Look at the Majestic. Walk south, northeast, northeast, north. Use the Aetobee. Use the Nav-Gator. Go to the unidentified structure. Walk to the hull. Use the Aetobee. Use the Nav-Gator. Go to the SATIN Project Facility. Walk south, south, south, south, south, west, northeast. Talk to Magus Canter. 5117 Walk west, northwest, east, north. Walk northeast, northeast, north. Use the Aetobee. Use the Nav-Gator. Go to the Remote Power Station. Walk north. Use the eastern control panel. Push the Auxilary 1 (Site) button. Walk west. Use the Aetobee. Use the Nav-Gator. Go to the unidentified structure. Walk to the hull, northeast, west. Look at the bones. Take the skull. Walk south, south, west. Talk to Dr. Victoria Fayn. 1111111213 Walk northwest, northeast, north, west. Use the Aetobee. Use the Nav-Gator. Go to the SATIN Project Facility. Walk south, south, south, south, south, west, northeast. Talk to Magus Canter. Show the skull to Magus. 11117 Walk west, northwest, north, northeast, north. Walk north, north. Use the sym scanner on Myna. Walk north, north. Talk to Myna Symmine. Show the sym scanner to Myna. 11112 Walk north, south, south, east, north, northwest. Look at Olken’s badge. Note the badge number. Use the security console. Select the VIP wing. Select Add New Access. > 806 Push the enter button. Walk east, south, northeast, northwest. Look at the letter on the back wall. Note the sender’s name. Walk south, south, north, northeast. Use the console. Push the Protection Field button. > ROLAND Push the enter button. Walk to the rift. Talk to Dr. Thomas Vilken. 1211113 Walk east, northeast, north. Use the Aetobee. Use the Nav-Gator. Go to the unidentified structure. Walk to the hull, northeast, east. Look at the window. Look at the light. Walk south, north, west. Use the Aetobee. Use the Nav-Gator. Go to the secondary SATIN facility. Walk north. Talk to Eugene Garr, ITC. 11112 Walk northwest. Use the key on the lock. Walk northwest, northwest, southwest. Talk to Dr. Victoria Fayn. 11 Look at the rift. Walk south, northeast, northeast. Use the Aetobee. Use the Nav-Gator. Go to the rift gate. Walk north. Talk to Myna Symmine. 11111133 Walk north, south, northwest. Talk to Roland Carson. 1311321214 Walk south, northeast, east. Open the panel on the lower left of the doors. Take the power source. Walk west, west, south. Use the Aetobee. Use the Nav-Gator. Go to the unidentified structure. Walk to the hull, northeast, south. Use the power source on the door lock compartment. Walk northwest. Look at the bones. Take the locket. Open the locket. Walk north, northeast, north, west. Use the Aetobee. Use the Nav-Gator. Go to the secondary SATIN facility. Walk north, northwest, southwest. Talk to Dr. Victoria Fayn. 11 Show the locket to Victoria. 1111112 Walk south, northeast, northeast. Use the Aetobee. Use the Nav-Gator. Go to the Remote Power Station. Walk north. Use the access card on the western control panel. Route all power from the power station to facility 2. Walk west. Use the Aetobee. Use the Nav-Gator. Go to the SATIN Project Facility. Walk south. Use the access card on the western control panel. Route all power from the main facility to facility 2. Walk south. Talk to Dr. Thomas Vilken. 111 Walk south, to the lift, northwest, east. Talk to Myna Symmine. 11

Zork III: The Dungeon Master

> TAKE LANTERN > TURN ON LANTERN > SOUTH > SOUTH > SOUTH > SOUTH > TURN OFF LANTERN > DROP LANTERN > ENTER LAKE > WEST > SOUTH > TAKE TORCH Wait until the indicator reads “II”. > TOUCH TABLE > TAKE CAN > EAST Wait until the indicator reads “III”. > TOUCH TABLE > DROP TORCH > EAST > NORTH > ENTER LAKE > DIVE > TAKE ALL > UP Repeat until you get the golden amulet from the lake floor. > SOUTH > SOUTH > SPRAY CAN ON SELF > UP > SOUTH > EAST > TAKE KEY > MOVE MANHOLE COVER > DOWN > NORTH > NORTH > NORTH > TAKE TORCH > WEST > WEST > SOUTHWEST > WAIT Repeat until the hooded figure appears. > KILL MAN WITH SWORD > G Repeat until the figure appears badly hurt and defenseless. > TAKE HOOD > TAKE CLOAK > NORTH > WEST > TAKE BREAD > DOWN Wait until the man arrives. > TIE ROPE TO CHEST Wait until the man arrives. > TAKE ROPE > SOUTHWEST > WEST > WAIT Repeat until a ship arrives. > SAY “HELLO, SAILOR” > LOOK > TAKE VIAL > EAST > EAST > SOUTHEAST > EAST > EAST > EAST If the earthquake hasn’t hit yet, wait until it hits. > SOUTH > SOUTH > EAST > OPEN STONE DOOR > NORTH > PUSH GOLD MACHINE SOUTH > PUSH GOLD MACHINE EAST > LOOK AT MACHINE > SET DIAL TO 776 > ENTER GOLD MACHINE > PUSH BUTTON > TAKE RING Wait until you hear the guard marching away. > OPEN DOOR > WEST > OPEN WOODEN DOOR > NORTH > ENTER GOLD MACHINE > LOOK UNDER SEAT > PUT RING UNDER SEAT > TURN DIAL TO 948 > PUSH BUTTON > LOOK UNDER SEAT > GET OUT GOLD MACHINE > OPEN WOODEN DOOR > SOUTH > SOUTH > DOWN > PUSH SOUTH WALL > SOUTHEAST > EAST > EAST > PUSH SOUTH WALL > TAKE BOOK > PUSH SOUTH WALL > PUSH WEST WALL > PUSH WEST WALL > SOUTHEAST > PUSH EAST WALL > NORTH > NORTH > NORTH > NORTH > NORTH > PUSH EAST WALL > SOUTHWEST > SOUTH > SOUTH > SOUTHEAST > NORTHEAST > NORTH > NORTH > PUSH WEST WALL > SOUTHEAST > SOUTH > SOUTHWEST > NORTHWEST > NORTHWEST > NORTHWEST > NORTHWEST > PUSH EAST WALL > PUSH EAST WALL > PUSH EAST WALL > WEST > SOUTHWEST > SOUTHEAST > SOUTHEAST > PUSH EAST WALL > WEST > NORTHWEST > NORTHWEST > NORTHEAST > EAST > PUSH SOUTH WALL > PUSH SOUTH WALL > SOUTHWEST > SOUTHEAST > NORTHEAST > PUSH WEST WALL > PUSH WEST WALL > SOUTHWEST > PUSH NORTH WALL > PUSH NORTH WALL > PUSH NORTH WALL > NORTHWEST > UP > NORTH > OPEN STONE DOOR > EAST > TAKE ALL > WEST > WEST > NORTH > NORTH > WEST > WEST > NORTH > EAST > NORTHEAST Leave and re-enter the room until the wizened man appears. > WAKE MAN > GIVE BREAD TO MAN > OPEN DOOR > NORTH > NORTH > PUT SWORD IN BEAM > SOUTH > PUSH BUTTON > NORTH > NORTH > NORTH > RAISE SHORT POLE > PUSH WHITE PANEL > PUSH WHITE PANEL > PUSH PINE PANEL > NORTH > OPEN VIAL > DRINK LIQUID > NORTH > NORTH > NORTH > KNOCK ON DOOR > NORTH > WEST > NORTH > NORTH > TURN DIAL TO 4 > PUSH BUTTON > SOUTH > OPEN DOOR > SOUTH > READ BOOK > DUNGEON MASTER, GO NORTH > DUNGEON MASTER, TURN DIAL TO 1 > DUNGEON MASTER, PUSH BUTTON > UNLOCK BRONZE DOOR WITH KEY > OPEN BRONZE DOOR > SOUTH

Zork II: The Wizard of Frobozz

> TAKE ALL > SOUTH > SOUTH > SOUTH > SOUTHWEST > TURN ON LANTERN > SOUTH > SOUTHEAST > ENTER GAZEBO > TAKE ALL FROM TABLE > EXIT > NORTH > NORTHEAST > FILL TEAPOT WITH WATER > SOUTH > SOUTHWEST > SOUTHWEST > DROP ALL BUT TEAPOT AND LANTERN Leave the Carousel Room to the Riddle Room. > SAY “WELL” > EAST > TAKE PEARL NECKLACE > EAST > ENTER BUCKET > POUR WATER IN BUCKET > LEAVE BUCKET > EAST > TAKE GREEN, RED AND BLUE CAKE > EAT GREEN CAKE > EAST > THROW RED CAKE IN POOL > TAKE CANDIES > WEST > EAT BLUE CAKE > NORTHWEST > ROBOT, EAST > EAST > ROBOT, PUSH TRIANGULAR BUTTON > ROBOT, SOUTH > SOUTH > TAKE RED SPHERE > ROBOT, REMOVE CAGE > TAKE RED SPHERE > NORTH > WEST Leave the Low Room to the Tea Room. > WEST > ENTER BUCKET > FILL TEAPOT WITH WATER > LEAVE BUCKET > DROP TEAPOT > WEST > WEST > NORTHWEST > DROP CANDIES, PEARL NECKLACE AND RED SPHERE > TAKE SWORD, PLACEMAT AND LETTER OPENER > TAKE NEWSPAPER AND MATCHBOOK > NORTH > TAKE BRICK > NORTH > NORTH > UP > PUT PLACEMAT UNDER DOOR > MOVE LID > PUT LETTER OPENER IN KEYHOLE > PULL PLACEMAT > TAKE IRON KEY AND LETTER OPENER > UNLOCK DOOR WITH IRON KEY > DROP LETTER OPENER AND IRON KEY > OPEN DOOR > NORTH > TAKE BLUE SPHERE > SOUTH > DOWN > WEST > NORTH > KILL DRAGON WITH SWORD > SOUTH > G > SOUTH > G > WEST > DROP SWORD > UP > SOUTH > TAKE STRING > NORTH > DOWN > WEST > TAKE MOBY RUBY > SOUTH > ENTER BASKET > OPEN RECEPTACLE > PUT NEWSPAPER IN RECEPTACLE > LIGHT MATCH > LIGHT NEWSPAPER WITH MATCH > WAIT > WAIT > LAND > TIE WIRE TO HOOK > TAKE ZORKMID > LEAVE BASKET > SOUTH > OPEN PURPLE BOOK > TAKE FLATHEAD STAMP > NORTH > ENTER BASKET > UNTIE WIRE > WAIT > WAIT > WAIT > LAND > TIE WIRE TO HOOK > LEAVE BASKET > SOUTH > PUT STRING IN BRICK > PUT BRICK IN HOLE > LIGHT MATCH > LIGHT STRING WITH MATCH > NORTH > SOUTH > TAKE GAUDY CROWN > NORTH > ENTER BASKET > UNTIE WIRE > CLOSE RECEPTACLE > WAIT Wait until the balloon lands. > LEAVE BASKET > NORTH > EAST > EAST > NORTH > NORTH > NORTH > TALK TO WOMAN > TAKE CHEST > WAIT > SOUTH > EAST > EAST > DOWN > SOUTH Wait until the princess arrives. > EAST > EAST > NORTH > ENTER GAZEBO > WAIT Wait until the unicorn appears. > OPEN CHEST Repeat until the chest opens. > DROP ROSE AND CHEST > TAKE GOLD STATUETTE > EXIT > SOUTH > SOUTH > WEST > DROP ALL BUT LANTERN, SPHERE AND GOLD KEY > SOUTH > SOUTH > DOWN > SOUTH > TAKE CLUB > SOUTHEAST > NORTHEAST > NORTHWEST > SOUTHWEST > SOUTHEAST > WEST > UP > NORTH > NORTH > TAKE RED SPHERE AND CANDIES > SOUTHWEST > SOUTHWEST > GIVE CANDIES TO LIZARD > UNLOCK DOOR WITH GOLD KEY > OPEN DOOR > SOUTH > WEST > WEST > THROW CLUB AT AQUARIUM > TAKE CLEAR SPHERE > EAST > PUT CLEAR SPHERE ON DIAMOND STAND > PUT BLUE SPHERE ON SAPPHIRE STAND > PUT RED SPHERE ON RUBY STAND > TAKE BLACK SPHERE > SOUTH > PUT BLACK SPHERE IN BLACK CIRCLE > GIVE GOLD KEY TO DEMON > NORTH > EAST > NORTH > NORTH > NORTH > DOWN > EAST > NORTH > NORTH > WEST > WEST > NORTHEAST > EAST > SOUTH > TAKE PORTRAIT > NORTH > ENTER SHIMMERING LIGHT > ENTER SOUTH > ENTER SHIMMERING LIGHT > TAKE BILLS > ENTER NORTH > DROP BILLS AND PORTRAIT > EAST > EAST > TAKE BILLS AND PORTRAIT > ENTER SHIMMERING LIGHT > SOUTH > EAST > EAST > SOUTH > SOUTH > SOUTHEAST > OPEN BOX > TAKE VIOLIN > TAKE ALL TREASURES > SOUTHWEST > SOUTHWEST > SOUTH > WEST > SOUTH > GIVE RUBY TO DEMON > GIVE BILLS TO DEMON > GIVE VIOLIN TO DEMON > GIVE ZORKMID TO DEMON > GIVE PORTRAIT TO DEMON > GIVE GAUDY CROWN TO DEMON > GIVE FLATHEAD STAMP TO DEMON > GIVE PEARL NECKLACE TO DEMON > GIVE GOLD STATUETTE TO DEMON > DEMON, GIVE ME WAND > TAKE WAND > NORTH > EAST > NORTH > NORTH > NORTHEAST > SOUTH > WAVE WAND AT MENHIR > SAY “FLOAT” > SOUTHWEST > TAKE COLLAR > NORTHEAST > SOUTH > DOWN > DOWN > PUT COLLAR ON CERBERUS > EAST > OPEN DOOR > SOUTH > TURN OFF LANTERN > OPEN SECRET DOOR > SOUTH

Zork I: The Great Underground Empire

> SOUTH > EAST > OPEN WINDOW > ENTER WINDOW > WEST > TAKE LANTERN > MOVE RUG > OPEN TRAP DOOR > TURN ON LANTERN > DOWN > SOUTH > EAST > TAKE PAINTING > NORTH > UP > OPEN SACK > TAKE GARLIC > UP > TAKE NASTY KNIFE AND ROPE > DOWN > WEST > DROP NASTY KNIFE > TAKE SWORD > OPEN TROPHY CASE > PUT PAINTING IN TROPHY CASE > OPEN TRAP DOOR > DOWN > NORTH > KILL TROLL WITH SWORD > G Repeat until the troll dies. > DROP SWORD > EAST > EAST > SOUTHEAST > EAST > TIE ROPE TO RAILING > CLIMB DOWN ROPE > SOUTH > EAST > TAKE COFFIN > OPEN COFFIN > TAKE SCEPTRE > WEST > SOUTH > PRAY > TURN OFF LANTERN > SOUTH > NORTH > EAST > DOWN > DOWN > NORTH > WAVE SCEPTRE > TAKE POT OF GOLD > SOUTHWEST > UP > UP > NORTHWEST > WEST > ENTER WINDOW > WEST > PUT COFFIN IN THROPHY CASE > PUT POT OF GOLD IN THROPHY CASE > PUT SCEPTRE IN THROPHY CASE > OPEN TRAP DOOR > TURN ON LANTERN > DOWN > NORTH > EAST > NORTH > NORTHEAST > EAST > NORTH > TAKE MATCHES > NORTH > TAKE WRENCH > TAKE SCREWDRIVER > PUSH YELLOW BUTTON > SOUTH > SOUTH > TURN BOLT WITH WRENCH > DROP WRENCH > SOUTH > DOWN > WEST > SOUTHEAST > EAST > CLIMB DOWN ROPE > TAKE TORCH > TURN OFF LANTERN > SOUTH > TAKE BELL > SOUTH > TAKE BOOK > TAKE CANDLES > DOWN > DOWN > RING BELL > TAKE CANDLES > LIGHT MATCH > LIGHT CANDLES WITH MATCH > READ BOOK > DROP BOOK > DROP CANDLES > DROP MATCHES > SOUTH > TAKE CRYSTAL SKULL > NORTH > UP > NORTH > TOUCH MIRROR > NORTH > WEST > NORTH > WEST > NORTH > EAST > PUT TORCH IN BASKET > PUT SCREWDRIVER IN BASKET > TURN ON LANTERN > NORTH > DOWN > EAST > NORTHEAST > SOUTHEAST > SOUTHWEST > DOWN > DOWN > SOUTH > TAKE COAL > NORTH > UP > UP > NORTH > EAST > SOUTH > NORTH > UP > SOUTH > PUT COAL IN BASKET > LOWER BASKET > NORTH > DOWN > EAST > NORTHEAST > SOUTHEAST > SOUTHWEST > DOWN > DOWN > WEST > DROP ALL > WEST > TAKE TORCH > TAKE SCREWDRIVER AND COAL > SOUTH > OPEN LID > PUT COAL IN MACHINE > CLOSE LID > FLIP SWITCH WITH SCREWDRIVER > DROP SCREWDRIVER > OPEN LID > TAKE DIAMOND > NORTH > PUT DIAMOND AND TORCH IN BASKET > RAISE BASKET > EAST > TAKE ALL BUT TIMBER > EAST > UP > UP > NORTH > EAST > SOUTH > NORTH > TAKE BRACELET > UP > SOUTH > TURN OFF LANTERN > TAKE DIAMOND AND TORCH > WEST > TAKE JADE FIGURINE > SOUTH > EAST > SOUTH > EAST > SOUTH > TOUCH MIRROR > NORTH > NORTH > EAST > ECHO > TAKE PLATINUM BAR > WEST > WEST > WEST > SOUTH > UP > PUT TORCH IN TROPHY CASE > PUT DIAMOND IN TROPHY CASE > PUT BRACELET IN TROPHY CASE > PUT PLATINUM BAR IN TROPHY CASE > PUT JADE FIGURINE IN TROPHY CASE > PUT CRYSTAL SKULL IN TROPHY CASE > DROP GARLIC > TURN ON LANTERN > DOWN > NORTH > EAST > NORTH > NORTHEAST > NORTH > TAKE JEWELS > NORTH > TAKE PUMP > NORTH > TAKE CRYSTAL TRIDENT > SOUTH > SOUTH > SOUTH > EAST > DOWN > INFLATE PLASTIC WITH PUMP > DROP PUMP > ENTER MAGIC BOAT > LAUNCH MAGIC BOAT > WAIT Wait until you reach the red buoy. > OPEN BUOY > TAKE EMERALD > EAST > LEAVE MAGIC BOAT > NORTH > TAKE SHOVEL > NORTHEAST > DIG IN SAND WITH SHOVEL > G Repeat until the scarab becomes visible. > DROP SHOVEL > TAKE SCARAB > SOUTHWEST > SOUTH > SOUTH > CROSS RAINBOW > SOUTHWEST > UP > UP > NORTHWEST > WEST > NORTH > NORTH > CLIMB TREE > TAKE EGG > DOWN > SOUTH > EAST > WEST > WEST > PUT CRYSTAL TRIDENT IN TROPHY CASE > PUT EMERALD IN TROPHY CASE > PUT SCARAB IN TROPHY CASE > PUT JEWELS IN TROPHY CASE > DOWN > NORTH > WEST > SOUTH > EAST > UP > TAKE BAG > TAKE KEY > SOUTHWEST > EAST > SOUTH > SOUTHEAST > ODYSSEUS > UP > GIVE EGG TO THIEF > DOWN > EAST > EAST > PUT BAG OF COINS IN TROPHY CASE > TAKE NASTY KNIFE > WEST > WEST > UP > KILL THIEF WITH NASTY KNIFE > G Repeat until the thief is dead. > TAKE CHALICE > TAKE EGG > REMOVE CANARY > TAKE STILETTO > DOWN > EAST > EAST > PUT CHALICE IN TROPHY CASE > PUT EGG IN TROPHY CASE > EAST > EAST > NORTH > NORTH > CLIMB TREE > WIND CANARY > DOWN > TAKE BAUBLE > SOUTH > EAST > WEST > WEST > PUT BAUBLE IN TROPHY CASE > PUT CANARY IN TROPHY CASE > LOOK > TAKE MAP > EAST > EAST > SOUTH > WEST > READ MAP > SOUTHWEST > WEST

Simon the Sorcerer 2: The Lion, The Wizard and The Wardrobe

Walk west. Pick up the baseball bat. Pick up the dye. Walk east, north, to the castle. 12123 Note the buildup of money. Walk to the Town Square. Talk to the accordion player. Give the baseball bat to the accordion player. Walk east, to the Street of Traders. Talk to the Ironmonger. Talk to the Ironmonger. 11233 Pick up the poster. Walk west. Look at the poster. Pick up the joke book while the owner is wearing the monkey suit. Talk to the Joke Seller. Walk north, to the 3 bears cottage. Open the letterbox. Pick up the letter. Walk west, to the loan office. Talk to the Jester. 3144 Give the joke book to the Jester. Use the crowbar with the drain cover. Walk into the loan office. Talk to the secretary. 1115 Open the door. 2 Use the letter with the in-tray. Walk east, east, to the 3 bears cottage, east. Pick up the rubber gloves. Close the taps. Walk west, to the docks. Talk to Um Bongo. 1125 Talk to Goldilocks. 213111552 Use the crowbar with the crate. Pick up the wig. Pick up the rubber dinghy. Walk west, to the Town Square. Talk to Um Bongo. 44 Walk to the 3 bears cottage, east. 43312 Walk west, to the tattooist. Move the ladder. Open the insane society door. Walk inside. Talk to the Frying Pan Man. Use the notepad with the Frying Pan Man. 311 Wear the porridge. Look at the junk bag. Walk north, to MucSwamplings. Look at the dustbin. Talk to the Swampling Mascot. 2 Walk inside. Talk to the waiter. 1121 Look at the Kiddie Meal. Walk east, east, to the Street of Traders. Use the balloon with the railings. Walk west. Talk to the Joke Seller. 211 Walk east. Talk to the Fat Bloke. 2 Pick up the lamps. Talk to the cave entrance. Walk to the cave entrance. Walk north, to the fountain. Use the dye with the fountain. Use the cloth with the basket. Walk west, to the fountain. Pick up the cloth. Walk west, to the Street of Traders, west. Give the cloth to the Joke Seller. Walk east, to the pet store. 3111 Pick up the turtle. Use the rubber gloves with the turtle. Use the turtle with the rightmost empty cage. Use the machine. Pick up the turle. Pick up the glowworms. Use the glowworms with the leftmost empty cage. Move the lever. Use the machine. Walk north, to MucSwamplings, inside. Wear the Swampling costume. Walk west. 3141 Walk north, east, to the loan office, to the sewers. Use the glowworms. Walk west. Use the bungee rope with the railing. Use the bucket with the mud. Walk to the lake. 14331 Use the fishing rod with the lake. Walk to the sewers, east, east, to MucSwamplings. Talk to the Swampling Mascot. 1 Walk inside. Wear the Swampling costume. Walk west. Give the bucket to the Swampling. Walk north, east, east, to the Street of Traders. Use the balloon with the railings. Walk west. Give the swamp stew to the Joke Seller. 1 Walk east, north, to the Magic Competition. Talk to the clerk. 3111 Walk north. Use the stink bomb. Walk north. Pick up the spell book. Talk to the wizard. Use the swamp shake with the wizard. Walk east, to the castle. 5 Walk to the gate. 13 Open the door. Walk west, west. 1 Use the fish with the royal seal. Walk west. Open both doors. Walk northeast. Use the wedge with the cradle. Pick up the cog. Walk east, east, east, south, to MucSwamplings. Talk to the Swampling Mascot. 4 Walk inside. Wear the Swampling costume. Use the cog with the clock. Walk north, east, east, to the tattooist. Open the tattooist door. 3 Walk north, to MucSwamplings, inside. Talk to the Anorak man. 133 Give the leaflet to the Anorak man. Walk east, east, to the tattooist, inside. 34 Walk east, north, to the swamp. Talk to the Lady of the Lake. Use the rubber dinghy with the air tank. Use the rubber dinghy. Pick up the sword. Use the rubber dinghy. Walk to the sewers, east, east, to the castle, north. Give the sword to the Prince. Walk west, northwest. Use the pea with the mattresses. 11 Pick up the lolly. Walk west, east, east, south, to MucSwamplings, inside. Wear the Swampling costume. Walk west. 11 Give the lolly to the baby Swamplings. Walk west, north, east, east, to the castle. Walk north, west, northeast. Give the milk to the baby. Walk east, west, north. Use the swamp shake with the pentagram. Walk west, west, east, east, south, to the Street of Traders. Use the balloon with the railings. Walk to the sarcophagus. Pick up the Mucusade. Walk to the tube, to the window, south to Calypso’s. 4 Use the spell book. Pick up the skull. Walk upstairs. 3 Look at the diary. Pick up the parrots. Walk west. Look at the chain. Talk to the pirate coiling the rope. 5 Talk to the pirate repairing the plank. Push the pirate repairing the plank. Pick up the hammer. Pick up the plank. Use the rigging. Use the postcard with the telescope. Walk down. Open the west door. Talk to the tough looking guy. 1 Walk upstairs. Open the eastern door. Pick up the knife. Use the knife with the hammock. Pick up the tinderbox. Walk east. Use the welding torch with the chain. Use the plank with the eastern door. Use the welding torch with the chain. Open the metal door. Pick up the Mucusade. Walk to the ladder, upstairs. Use the stuffed parrot with the parrot. Use the swamp gum with the stuffed parrot. Walk west. Pick up the shovel. Pick up the towel. Walk north. Give the balloon to the kid. Pick up the wooden pole. Walk east. Use the wooden pole with the shovel. Use the shovel. Use the towel with the hole. Use the shell with the towel. Talk to the beachcomber. Pick up the Mucusade. Walk north. Pick up the dog. Walk west, north, west. Use the dog with the generator. Walk east. Move the lever. Walk east, to the dealer. 3 Talk to the dealer. 34421 Pick up the whistle. Walk west. Use the whistle. Walk east. Talk to the dealer. Walk east, inside the hut. Talk to the waitress. 1 Talk to the waitress. 1 Walk east, into the cave. Use the caffeine tablets with the coffee. Pick up the bottle. 11 Use the coffee with the bottle. Pick up the bottle. 1 Walk west. Open the door. Walk east, to the secluded hut. 111 Pick up the hanky. Pick up the soda. Walk east, to the dark woods. Give the soda to the kid. Walk to the antiques. 1232121 Walk east. Talk to the witch. 131 Walk west, west, to the secluded hut. Close the door. Walk to the cat. Pick up the cat. Pick up the soda. Use the drinking straw with the soda. Open the door. Walk east, to the volcano rim. Pick up the chemical spray. Pick up the plant spotter’s guide book. Look at the plant spotter’s guide book. Use the cat with the plant. Use the empty bottle with the saliva. Walk west, to the Secluded Hut. Pick up the soda. Walk east, to the Goblin Camp. Use the plant dribble with the goblet. Walk to the conch horn. Pick up the conch horn. Walk west, to the big tent. Pick up the food rations. Pick up the pepper. Walk south. Talk to the Elf. 1332 Use the soda with the perfume bottle. Use the pepper with the Elf. Give the hanky to the Elf. Give the perfume bottle to the Elf. Walk east, east, to the dark woods. Give the food rations to the kid. Pick up the magnifying glass. Give the wood to the woodworm. Walk east. Give the wooden teeth to the left witch. Give the conch horn to the middle witch. Give the magnifying glass to the right witch. Use the empty bottle with the potion. Walk west, west, to the secluded hut. Give the potion to the Role Players. 13 Pick up the soda. Walk east, to the Goblin Camp. Walk west. Wait until the big goblin’s dice are on the ground. Use the soda with the fire. Pick up the stuff while the goblins are blinded. Pick up the dice. Walk east, east, to the secluded hut. Talk to the Role Players. 2 Walk east, to the Goblin Camp, west, west, to the door. 14 Pick up the tapestry. Walk north. Stand up. 41 Walk west. Use the tapestry with the sweat. Use the tapestry with the chemical sprayer. Move the lever. Walk east, north. Use the chemical sprayer. Wear the puppy. Wear the furry shoes. Wear west. Pick up the screwdriver. Use the screwdriver with Sordid’s hand. Use Sordid’s hand with the palm print identifier. Pick up the time stick. Walk west.

Simon the Sorcerer

Pick up the magnet. Open the drawer. Pick up the scissors. Walk north, east. Pick up the rope. Pick up the clapper. Use the magnet with the rope. Walk north. Open the door. Walk into the bar. Use the scissors with the dwarf. Pick up the matches. Walk east. Talk to the wizards. 33131 Talk to the wizards. 21111 Walk west, west, west, west, east, east. Talk to the barbarian. 11 Walk north, east, past the owl. Pick up the feather. Walk west, west, south, east. Walk south, west. Use the handle. Pick up the bucket of water. Open the door. Open the door. Pick up the broom. 4 Walk east, east, past the stump. Walk past the stump again. 431313 Walk east, east. Talk to the troll. 32132 Pick up the placard. Walk east, south, east, east, northwest. Talk to the oaf. 21 Walk northwest. Pick up the beans. Walk east, southeast. Use the clapper with the bell. Use the bell. Use the hair. 133 Use the map. Travel to the village. Walk north, past the dodgy geezer. 4 Walk west. Pick up the ladder. Enter the house. Pick up the cold remedy. Pick up the specimen jar. Walk east, west. Use the repulser with the chocolate truffle door. Walk to the door. Pick up the hat. Pick up the smokebox. Walk west. Use the smokebox with the beehive. Pick up the wax. Walk east, east, north, west, to the back of the cottage. Use the beans with the compost. Pick up the watermelon. Walk east, east, north, into the door. Talk to the barman. 4 Use the beeswax with the beer barrel. Wait until the barman returns to you. Walk west. Take the barrel. Use the map. Go to the troll bridge. Walk northwest. 1 Walk northwest. Use the watermelon with the sousaphone. Walk west, northeast, east, northwest. Pick up the paper from under the rock. Walk east. Wear the beard. Pick up the rock. Look at the rock. Walk to the Dwarf Mine. 7 Give the barrel to the leftmost dwarf. Use the feather with the sleeping dwarf. Pick up the key. Walk northwest, southwest. Pick up the hook. Use the key with the door. Walk west. 13 Give the beer voucher to the dwarf. 3 Walk east, northeast, east, east. Talk to the woodcutter. 2113111221 Walk west, west, northeast, to the cave, east. Open the door. 3144 Use the specimen jar with the stew. 4 Consume the stew on the table. Move the chest. Open the trapdoor. Walk west, east, east, east. Use the metal detector. Walk east. Use the sousaphone. Walk east, east, east. Walk east. Use the cold remedy with the dragon. Walk east. Pick up the fire extinguisher. Walk west. Use the hook with the boulder. Walk to the boulder. Use the rope and magnet with the hole. Use the rope and magnet with the hole. Walk down, northeast. Pick up the rock. Use the map. Go to the crossroads. Walk northeast, to the vines. Talk to Golum. 3231 Use the map. Go to the village. Open the door. Walk into the shoppe. Give the shopping list to the shopkeeper. Take the hammer. 2 Take the white spirit. 2 Walk east, north. Give the gem to the dodgy geezer. 213 Walk north. Use the rock from the mountains with the anvil. Walk east, east. Open the box. Open the box. Pick up the rat bone. Look at the empty boxes. Pick up the spell book. Look at the spell book. Use the loose page with the door. Use the rat bone at the lock. Pick up the paper. Use the small key with the lock. Open the door. Walk east. Pick up the bucket. Walk down. Pick up the mints. Talk to the druid. 3413 Remove the ring. Talk to the druid. 1411413 Take the flaming brand. Use the iron bucket with the druid. Use the flaming brand with the druid. Open the iron maiden. Walk to the iron maiden. Open the iron maiden. Pick up the hacksaw. Use the hacksaw with the bars. Walk east, east, west. Give the fossil to the hole. 3 Use the map. Travel to the sleeping giant. Walk west. Look at the dirt. Pick up the milrith ore. Walk west, west, west, north, to the ladder, over the plank. Use the nail with the loose plank. Walk east. Pick up the frogsbane. Use the map. Go to the dragon’s cave. Walk northeast, east, to the icy ledge, east, east. Use the white spirit with the pink splodge. 2121 Use the white spirit with the pink splodge. Talk to the tree. Use the map. Go to the village. Walk north, north. Use the milrith ore with the anvil. Walk east, west, into the house. 2231 Give the frogsbane to the frog. Use the map. Go to the center of the forest. Walk east, east. Give the axe to the woodcutter. Walk north. Pick up the pin. Use the extinguisher with the fire. Move the hook. Pick up the mahogany wood. Use the map. Go to the witch’s cottage. Walk east, east. Talk to the stump. 23 Use the map. Go to the crossroads. Walk southeast. Use the hair. Use the woodworm with the floorboards. Pick up the wedge. Use the ladder with the hole. Walk to the ladder. Open the tomb. 1 Walk east, to the ladder. Open the tomb. Move the loose bandage. Pick up the staff. Use the map. Go to the village. Walk east, into the bar, east. Give the staff to the wizards. 12 Give the coins to the wizards. 14 Use the map. Go to the witch’s cottage. Open the door. Walk inside. 11 Win the wizard countest using the first three magic words. Wait until the witch becomes a dragon. 4 Walk to the mouse hole. Use the map. Go to the dragon’s cave. Walk northeast, east. Use the pin with the hole. Consume the mints. Walk east, to the Tower of Doom. Try to walk to the door. Use the broom. Consume the potion. Pick up the leaf. Walk through the bucket. Pick up the stone. Walk west. Use the hair with the tap. Pick up the lily leaf. Use the matchstick with the lily leaf. Use the leaf with the matchstick. Drift to the seeds. Pick up the seeds. Use the rock with the seeds. Drift to shore. Use the oil with the tap. Move the hair. Walk to the boat. Drift to the puddle’s center. Look at the water. Pick up the tadpole. Talk to the frog. 2 Pick up the mushroom. Consume the mushroom. Pick up the branch. Open the door. Walk east. Open the door. Walk east. Use the branch with the chest. Pick up the shield. Pick up the spear. Walk down. Pick up the chest. Move the lever. Use the chest with the block. Move the lever. Move the lever. Pick up the candles. Use the spear with the skull. Pick up the skull. Walk up, up. Pick up the sock. Pick up the pouch. Use the sock with the pouch. Use the pouch with the hole. Pick up the wand. Walk up. Pick up the chemicals. Use the chemicals with the shield. Use the shield with the hook. Pick up the book. Open the book. Walk down. Talk to the mirror. 321 Pick up the book with the wand. Look at the book with the wand. Walk up. Talk to the demons. 114 Talk to the demons. 22434231451 Talk to the demons. 122 Walk to the teleporter. 2 Pick up the pebble. Pick up the sapling. Talk to the attendant. 232 Look at the brochures. Use the elastic band with the sapling. Use the catapult with the bell. Pick up the matches. Walk east. Pick up the floorwax. Walk east. Use the wand with Sordid. Use the matches with the pits. Use the wand with the lava. 124 Walk east. Use the floorwax with Sordid.

Silicon Dreams: Worm in Paradise

The Eden Transport System consists of three exits accessible from the rounabout. The east exit is for locations starting with “red”. The north exit is for locations starting with “brown”. The west exit is for locations starting with “black”. Each ETS consists for walkways the move past the locations at different speeds. The more northern the walkway, the faster it moves. > TAKE BENCH > EAST > SOUTH > DROP BENCH > STAND ON BENCH > TAKE APPLE > EAT APPLE > WEST > WEST > WEST > NORTH > EXAMINE BEHEMOTH > WAKE BEHEMOTH > NORTH > WEST > WAIT > NORTH > WEST > WEST > WAIT > WEST > TAKE SCALE > WEST > NORTH > NORTH > NORTH > NORTH > DROP VISOR > SOUTH > BREAK COLLAR > WEAR COLLAR > NORTHWEST > WEAR VISOR > SOUTHEAST > WEST > WEST > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > WEST > SOUTH > SOUTH > EAST > EAST > SOUTH > IN > SOUTHEAST > YES > EAST > OUT > NORTH > WEST > WEST > SOUTH > EAST > EAST > EAST > EAST > EAST > BUY FLAG > YES > EAST > NORTH > TAKE MEDALLION > SOUTH > WEST > SOUTH > WEST > WEST > WEST > WEST > IN > BUY BOX > YES > OUT > NORTH > EAST Wait until the potential socialist drops something. > LOOK > TAKE WALLET > SAY HOME > SOUTH > EAST > EXAMINE WALLET > EXAMINE BROOCH Note the socialist’s colour address. > DROP WALLET, MEDALLION, FLAG AND BOX > NORTH > REMOVE TRADCLADS > SAY ON > WEAR TRADCLADS > SOUTH > SAY ON > EXAMINE POSTER > A Repeat until you have the colour addresses for the jobcentre, the florist, the travel agency and the hardware warehouse. > WEST > NORTH > SAY EXIT > SOUTH Make your way to the florist’s colour address. > SOUTH Repeat until you are at the florist’s. > BUY WREATH > YES > NORTH > SAY EXIT > SOUTH > NORTHWEST > NORTHEAST > SOUTHEAST > SOUTH You should now be on the south-bound pedway. > SOUTH > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTH > EAST > EAST > DROP WREATH > SAY HOME > SOUTH > EAST > SAY BED > LIE ON BED > SAY OFF Wait until you feel sleepy. > SLEEP > NORTH > REMOVE TRADCLADS > SAY ON > WEAR TRADCLADS > SOUTH > WEST > NORTH > SAY EXIT > SOUTH Make your way to the jobcentre’s colour address. > SOUTH Repeat until you are at the jobcentre door. > SOUTH > WEST > NO > NO > YES > YES > YES > TAKE CARD > EAST > NORTH > NORTH > SAY EXIT > SOUTH > NORTHWEST > NORTHEAST > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTHWEST > WEST > DOWN > SAY HOME > SOUTH > EAST > SAY BED > LIE ON BED Wait until you feel sleepy. > SLEEP > NORTH > REMOVE TRADCLADS > SAY ON > WEAR TRADCLADS > SOUTH > WEST > NORTH > SAY EXIT > SOUTH Make your way to the jobcentre’s colour address. > SOUTH Repeat until you are at the jobcentre door. > SOUTH > WEST > NO > NO > YES > YES > NO > YES > TAKE CARD > EAST > NORTH > NORTH > SAY EXIT > SOUTH > NORTHWEST > NORTHEAST > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTHWEST > WEST > WEST > EAST > NORTH > NORTH > NORTHWEST > NORTH > NORTH Make your way to the hardware warehouse colour address. > SOUTH Repeat until you are in the hardware warehouse. > BUY VALVE > NORTH > SAY EXIT > SOUTH > NORTHWEST > NORTHEAST > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTHWEST > WEST > EAST > EXAMINE WALDROID > TAKE VALVE > EAST > SAY HOME > SOUTH > EAST > DROP VALVE > SAY BED > LIE ON BED Wait until you feel sleepy. > SLEEP > NORTH > REMOVE TRADCLADS > SAY ON > WEAR TRADCLADS > SOUTH > WEST > NORTH > SAY EXIT > SOUTH > NORTHWEST > NORTHEAST > SOUTHEAST > SOUTH > SOUTH > EAST > NORTH > NORTH > YES > NORTH > EAST > BUY DAGGET > YES > DROP DAGGET > EXAMINE DAGGET > WEST > NORTH > WEST > LOOK Repeat until the tourists leave. > TAKE HELMET AND LEOTARD > REMOVE TRADCLADS > WEAR LEOTARD > WEAR TRADCLADS > TAKE BATPAK > PUT HELMET IN DAGGET > EAST > SOUTH > SOUTH > SOUTH > SOUTH > WEST > SAY HOME > SOUTH > EAST > REMOVE TRADCLADS > REMOVE LEOTARD > TAKE HELMET > PUT BATPAK IN DAGGET > DROP LEOTARD AND HELMET > WEAR TRADCLADS > TAKE BROOCH > WEST > NORTH > SAY EXIT > SOUTH Make your way to the socialist’s colour address. > SOUTH Repeat until you are in the socialist’s home. > TAKE INVITATION > READ INVITATION Note the time of the meeting. > NORTH > SAY HOME > SOUTH > TAKE BATPAK > EAST > DROP BATPAK AND BROOCH > TAKE MEDALLION AND VALVE Wait until the dagget stops. > WEST > NORTH > SAY EXIT > SOUTH > NORTHWEST > NORTHEAST > SOUTHEAST > SOUTH > SOUTH > EAST > NORTH > NORTH > YES > NORTH > NORTH > NORTH > NORTH Wait until the meeting starts. > YES > SOUTH > WEST > BUY CHAMPAGNE > YES > EAST > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > WEST > SAY HOME > SOUTH > EAST > DROP MEDALLION, VALVE AND CHAMPAGNE > TAKE BROOCH AND WALLET > WEST > NORTH > SAY EXIT > SOUTH > NORTHWEST > NORTHEAST > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTH > SOUTH > EAST > EAST > NORTH > NORTH > GIVE INVITATION > GIVE BROOCH > GIVE WALLET > SOUTH > SAY HOME > SOUTH > EAST > SAY BED > LIE ON BED Wait until you feel sleepy. > SLEEP > NORTH > REMOVE TRADCLADS > SAY ON > WEAR TRADCLADS > SOUTH > TAKE BATPAK > PUT BATPAK IN DAGGET > WEST > NORTH > SAY EXIT > SOUTH Make your way to the jobcentre’s colour address. > SOUTH Repeat until you are at the jobcentre door. > SOUTH > WEST > NO > NO > YES > YES > NO > NO > YES > TAKE CARD > EAST > NORTH > NORTH > SAY EXIT > SOUTH > NORTHWEST > NORTHEAST > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTH > SOUTH > SOUTHEAST > SOUTHWEST > WEST > NORTH > WEST Find the desk in the carpeted room. > NORTH > NORTH > NORTHWEST > NORTH > NORTH Make your way to the travel agency’s colour address. socialist >> red blue brown blue brown blue grey 6 florist >> red blue red black orange red orange hardware >> red violet orange orange blue grey violet jobcentr >> brown white green black black black violet travel >> brown grey yellow violet grey yellow red > SOUTH Repeat until you are at the travel agency. > BUY TICKET > YES > NORTH > SAY HOME > SOUTH > EAST > TAKE BATPAK > DROP BATPAK AND TICKET > SAY BED > LIE ON BED Wait until you feel sleepy. > SLEEP > NORTH > REMOVE TRADCLADS > SAY ON > WEAR TRADCLADS > SOUTH Wait until the dagget stops. > WEST > NORTH > SAY EXIT > SOUTH Make your way to the hardware warehouse colour address. socialist >> red blue brown blue brown blue grey 6 florist >> red blue red black orange red orange hardware >> red violet orange orange blue grey violet jobcentr >> brown white green black black black violet travel >> brown grey yellow violet grey yellow red > SOUTH Repeat until you are in the hardware warehouse. > BUY VIDCAM > YES > NORTH > SAY HOME > SOUTH > EAST > TAKE TICKET > SAY BED > LIE ON BED > SAY BED > EAST > SOUTH > SOUTH > SOUTH > WEST > TAKE SIGNBOARD > EAST > DROP SIGNBOARD > WEST > NORTH > NORTH > SQUEEZE VIDCAM > SOUTH > SOUTH > EAST Wait until the junk heap is placed at this location. > CLIMB JUNK HEAP > UP > NORTHWEST > NORTHEAST > EAST > EAST > NORTH > NORTH > GIVE VIDCAM > SOUTH > SOUTH > WEST > WEST > SOUTH > EAST > NORTH > NORTH > WEST > WEST > NORTH > EAST > NORTH > SOUTH > EAST > PUT BATPAK IN DAGGET > REMOVE TRADCLADS > WEAR LEOTARD > WEAR TRADCLADS > TAKE MEDALLION AND VALVE > TAKE CHAMPAGNE AND HELMET > TAKE DAGGET AND BOX > SAY BED > LIE ON BED > SAY BED > DROP DAGGET > EAST > SOUTH > SOUTH > SOUTH > TAKE SIGN > EAST > DROP SIGN > WEST > WEST > NORTH > WEAR HELMET > NORTH > THROW VALVE > THROW MEDALLION Wait until the alien looks out of the saucer for the second time. > NORTH > NORTH > TAKE COSTUME > EAST > REMOVE TRADCLADS > DROP HELMET AND LEOTARD > WEAR TRADCLADS > EAST > SOUTH > EAST Wait until the junk heap appears. > CLIMB JUNK HEAP > UP > REMOVE CORK > TAKE CORK > UP > NORTH > NORTHEAST > NORTH > EXAMINE BUTTONS > PUSH WHITE BUTTON > PUSH WHITE BUTTON > SOUTH > EAST > PUSH MIRROR > UP > THROW BOX > NORTH > NORTH > PUT CORK IN ORIFICE

Silicon Dreams: Return to Eden

> IN > WEAR RADSUIT > TAKE GEIGER COUNTER AND COMPASS > OUT > OUT > EAST > DIG MOLEHILL > DOWN > DOWN > DOWN > EAST > SOUTH > SLEEP > NORTH > EAST > UP > EAST > TAKE SPADE > WEST > DIG > UP > YES Whenever you hear a droning sound, use the HIDE command. > EAST > EAST > EAST > EAST > DROP RADSUIT AND GEIGER COUNTER > SOUTH > EAT BEAN > SOUTHEAST > TAKE SWEET PEA > PLANT EGG > WAIT > LOOK > LOOK THROUGH TELESCOPE > IN > TAKE FISH FUNGUS > OUT > WEST > TAKE STONE FRUIT > NORTH > TAKE SEED > NORTH > EAST > EAST > TAKE STEM > WEST > WEST > NORTH > TAKE TUBERS > NORTH > GIVE FISH FUNGUS TO LEVIATHAN > NORTH > NORTH > TAKE PILL Type EAT PILL when the game comments you start to feel feverish. > NORTH > EAST > WEST > SOUTH > TAKE ALL > SOUTH > TAKE FOXGLOVES > WEST > SOUTH > SOUTH > SOUTH > WEST > TAKE WISHBONE > EAST > NORTH > TAKE LOG > NORTH > SQUEEZE LOG > TAKE SHOOT > DOWN > DROP SHOOT > EAST > SOUTH > EAST > TAKE VINE > DIG > TAKE ROOTS > WEST > SOUTH > SOUTH > THROW VINE > UP > NORTH > DROP TUBERS AND STEM > NORTHEAST > SOUTH > SOUTH > WEAR FOXGLOVES > TAKE COLD LEAF > TAKE TWIGS > NORTH > NORTH > SOUTHWEST > SOUTH > DOWN > NORTH > NORTH > NORTH > THROW COLD LEAF > EAST > WEAR CLOAK > WEST > SOUTH > SOUTH > SOUTH > UP > NORTH > TAKE BUG > WEST > WEST > DROP TWIGS, SEED, FRUIT AND SPADE > EAST > NORTH > WEST > PULL LEVER > LOOK > EAST > SOUTH > SOUTH > TAKE BLUE BERRY > EXAMINE BERRY > NORTH > GLUE BRANCH > DROP ALL > EAST > TAKE STALK > WEST > DROP STALK > EAST > TAKE CHERRY > WEST > TAKE ALL > NORTH > WEST > PULL LEVER > EAST > SOUTH > WEST > DROP BERRY, TRADCLADS AND FOXGLOVES > TAKE FRUIT, TWIGS AND SEED > EAST > EAST > SOUTH > DOWN > NORTH > WEST > SOUTH > PLAY STALK > NORTH > EAST > EAST > EAST > WEAR CLOAK > EAST > DROP STALK AND TWIGS > WEST > WEST > TAKE RUBBER BAND > ATTACH RUBBER BAND TO WISHBONE > EAST > EAST > SHOOT CHERRY > EAST > SOUTH > SOUTH Wait until the autoscythe arrives. > IN Wait until you reach the east end of the beach. > OUT Wait until the weeder tips rubbish in the hot river. > IN > WAIT > WAIT > WAIT > OUT > NORTH > EAST > EAST > EAST > EAST > EAST > EAST > TAKE CREDIT CARD > UP > DROP SEED AND CATAPULT > EAST Answer all the riddles of the Graunch. If the riddle is about the genii in the box: > SAY COMPUTER If the riddle is about the more legs the weaker: > SAY MAN If the riddle is about the rich’s wants: > SAY NOTHING If the riddle is about the gians that eat the sun: > SAY TREES If the riddle is about the blind god: > SAY LOVE If the riddle is about something we all know, but do not trust: > SAY GOSSIP If the riddle is about the great healer: > SAY TIME If the riddle is about the most valuable possession: > SAY LIFE If the riddle is about the hungry pet: > SAY FIRE > EXAMINE CREDIT CARD > WEST > SOUTH > SOUTH > SOUTH > SOUTH > GIVE CREDIT CARD > SOUTH > WEST > TAKE CUTTERS > EAST > EAST > UP > UP > TAKE FLASK OF WATER > DOWN > DOWN > WEST > PULL PLUG > EAST > DOWN > SOUTH > WEST > PUSH PILLARS > EAST > SOUTHWEST > SOUTHEAST > THROW WATER > TAKE CREDIT CARD > NORTHWEST > NORTHEAST > EAST > EAST > DOWN > CUT GRATING > UP > EAST > GIVE CREDIT CARD > UP > DROP ROOTS, CUTTERS, FRUIT AND CLOAK > SOUTH > EAST > NORTH > SEARCH Note the police force location. > SOUTH > SOUTH > LISTEN Note the talking bank location. > WEST > SEARCH Note the real estate location. > NORTH > WEST > WEST > WEST > SEARCH Note the B&O tools location. > SOUTH > IN > YES > INSERT CREDIT CARD IN SLOT > TAKE PEPSY KOALA > OUT > NORTH > EAST > DROP KOALA > TAKE NOTE > READ NOTE Note the travel agency location. > WEST > NORTH Wait until the boat arrives. > IN > SAY RED > SAY BLACK > SAY RED > SAY BLACK > SAY RED > SAY BLACK Wait until the boat arrives. > IN > EAST > SOUTH > SOUTH > SOUTH > IN > EXAMINE PACKET > TEAR PACKET > TAKE TICKET > OUT > NORTH > EAST > EAST > SOUTH > SOUTH Wait until the train arrives. > SOUTH Wait until the doors open. > NORTH > NORTH > NORTH > PUSH BUTTON > NORTH Push the three numbers to the police force location. > SOUTH > SOUTH > TAKE IDENTITY DOCUMENT > NORTH > PUSH BUTTON > NORTH Push the three numbers to the talking bank location. > SOUTH > SOUTH > PUSH BUTTON > NORTH Push the three numbers to the B&O tools location. > SOUTH > SOUTH > BUY SCREWFINGER > NORTH > PUSH BUTTON > NORTH Push the three numbers to the real estate location. > SOUTH > SOUTH Note the location of the house. > PUSH BUTTON > NORTH Push the three numbers to the travel agency location. > SOUTH > SOUTH > TAKE TRAVEL PASS > PUSH BUTTON > NORTH > PUSH 0, 0, 0 > SOUTH > SOUTH > SOUTH Wait until the train arrives. > SOUTH > PULL CORD > NORTH > DOWN > EAST > UP > NORTH > NORTH > NORTH > EAST > YES > WEST > NORTH > WEST > NORTH > EAST > NORTH > NORTH > DOWN > WEAR VISOR > EXAMINE 3 > BLINK > EXAMINE 4 > BLINK > EXAMINE 6 > BLINK > UP > SOUTH > SOUTH > SOUTH > SOUTH > EAST > SOUTH > SOUTH > SOUTH > SOUTH Wait until the train arrives. > SOUTH Wait until the doors open. > NORTH > NORTH > NORTH > NORTH > NORTH > NORTH > DOWN > TAKE RADCOM > UP Wait until the spacebus arrives at its destination. > OUT > HIT MUSHMAT > TAKE PLATE > EAST > OPEN DOOR > EAST > DROP PLATE > OPEN GRILL > DOWN > WEST > WEST > NORTH > OPEN DOOR > EAST > WEAR LEOTARD > WEAR HELMET > OPEN DOOR > WEST > SOUTH > EAST > OPEN DOOR > SOUTH > OPEN DOOR > SOUTH > IN > PULL STARTER > UP > UP > WEST > SOUTH > WEST

Silicon Dreams: Snowball

> SEARCH > PULL LEVER > OUT > NORTH > PUSH RED BUTTON > PUSH RED BUTTON > PUSH RED BUTTON > SOUTH > STAND ON COFFIN > UP > NORTH > OPEN DOOR > NORTH > EAST > PUSH BUTTON > SOUTH > DOWN > DOWN > TAKE TOOLBOX > UP > UP > PUSH BLACK BUTTON > NORTH > EAST > EAST > EAST > UP > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > PUSH YELLOW BUTTON > SOUTH > SOUTH > DOWN > LIE DOWN > WAIT > STAND UP > EAST > TAKE STACKER LIFT > WEST > UP > SOUTH Wait until the robot goes down. > DOWN > NORTH > NORTH > TAKE MEMPAK > SOUTH > EXAMINE FLOATING TABLE > TAKE VIDEO VIEWER > PUT MEMPAK IN VIEWER > EXAMINE VIDEO VIEWER Note the coffin codes. Note the crewmember codes. > OPEN TOOLBOX > EXAMINE TOOLBOX > TAKE SCREWDRIVER AND SPANNER > TAKE BATPAK > DROP VIDEO VIEWER, SPANNER AND SCREWDRIVER > SOUTH > SOUTH > SOUTH > EXAMINE BODY > WEAR KEVLAR LEOTARD > WEAR INTRICATE BRACELET > WEAR GLITTERING NECKLACE > NORTH > SIT DOWN > WEAR VISOR > EXAMINE 2 > BLINK > EXAMINE 3 > BLINK > EXAMINE 5 > BLINK > EXAMINE 5 > BLINK > EXAMINE 4 > BLINK > DROP VISOR > STAND UP > NORTH > EAST > NORTH > EAST > NORTH > TAKE SQUARE CUP AND LAMP > PUT BATPAK IN LAMP > SOUTH > FILL SQUARE CUP > WEST > SOUTH > WEST > UP > NORTH > NORTH > PUSH BUTTON > NORTH > PUSH YELLOW BUTTON > NORTH > NORTH > EXAMINE BRACELET Walk north until the fourth colour is the same as the first of the crewmember codes. > DOWN > WEST > WEST > WEST > PUSH BUTTON > SOUTH Push the button corresponding to the third colour of the crewmember codes. > NORTH > WEST > WEST > EXAMINE LIGHTS Walk west until the lights match the first three colours of the crewmember codes. If you hear clanking, open the next green door and stay north of it until the clanking fades. > OPEN DOOR > NORTH Push the button corresponding to the fourth of the crewmember codes. Push the button corresponding to the fifth of the crewmember codes. Push the button corresponding to the sixth of the crewmember codes. > NORTH > TAKE COFFIN > SOUTH > OPEN DOOR > SOUTH > EAST Repeat until you reach the elevator. > NORTH > GIVE SQUARE CUP Note the habidome code. > DROP STACKER LIFT > SOUTH > PUSH BUTTON > SOUTH > PUSH BLACK > NORTH > EAST > EAST > EAST > UP > SOUTH Repeat until you reach the airlock. > PUSH YELLOW BUTTON > SOUTH > SOUTH > SOUTH > DOWN > EAST > NORTH > LOOK UNDER BED > TAKE LEDS > EAST > IN > DROP LAMP AND TOOLBOX > EAST > TAKE PEG WARP > NORTH > TAKE BUMBLE BEARING > NORTH > TAKE RIBBON CABLE > WEST > SOUTH > TAKE MAXWELL SINK > SOUTH > EXAMINE LEDS > ATTACH DIAGNOSTIC PROBE Note the required spare part. Give the required spare part to the robot. > DROP SINK, CABLE, BEARING, WARP AND PROBE > TAKE LAMP AND TOOLBOX > SOUTH > EAST > DOWN > EAST > EAST > TAKE RED TICKET > NORTH > NORTH > NORTH > TAKE GREEN TICKET > WEST > WEST > GIVE RED TICKET TO ROBOT > TAKE RED FORM > SOUTH > SOUTH > SOUTH > GIVE GREEN TICKET TO ROBOT > GIVE RED FORM TO ROBOT > TAKE ORANGE FORM > EAST > EAST > TAKE RED TICKET > NORTH > NORTH > NORTH > TAKE GREEN TICKET > WEST > WEST > GIVE RED TICKET TO ROBOT > GIVE ORANGE FORM TO ROBOT > TAKE YELLOW FORM > SOUTH > SOUTH > SOUTH > GIVE GREEN TICKET TO ROBOT > GIVE YELLOW FORM TO ROBOT > TAKE GREEN FORM > EAST > EAST > TAKE RED TICKET > NORTH > NORTH > NORTH > WEST > WEST > GIVE RED TICKET TO ROBOT > GIVE GREEN FORM TO ROBOT > TAKE LANCE > SOUTH > UP > OPEN DOOR > UP > UP > SOUTH > SOUTH > PUSH BUTTON > SOUTH > WEAR HELMET > PUSH YELLOW BUTTON > SOUTH > TAKE HANDGUN > LIGHT LAMP > SOUTH > SOUTH > SOUTH > UP > UP > YES > SHOOT HANDGUN > SHOOT HANDGUN > SHOOT HANDGUN > DROP HANDGUN > UP > UP > PUSH BUTTON > IN > PUSH GO BUTTON > OUT > DOWN > DOWN > IN > PUSH BUTTON > SOUTH > DROP HELMET > PUSH YELLOW BUTTON > SOUTH > SOUTH > TAKE AEROSOL PAINT AND SEALED FLASK > PUT AEROSOL PAINT IN TOOLBOX > CLOSE TOOLBOX > NORTH > DOWN Push the first of the habidome colour codes. Push the second of the habidome colour codes. Push the third of the habidome colour codes. > IN > DOWN > DOWN > PUSH BUTTON > DOWN > PUSH YELLOW BUTTON > DOWN > DOWN > WEAR DARK GLASSES > UP > PUSH BUTTON > UP > PUSH YELLOW BUTTON > UP > UP > SOUTHEAST > SOUTHEAST > TAKE CAT > NORTHWEST > NORTHWEST > OPEN DOOR > NORTHEAST > TAKE TRAY > OPEN DOOR > SOUTHWEST > UP > OPEN DOOR > OUT > UP > PUSH BUTTON > NORTH > WEAR HELMET > ATTACH FLASK > PUSH YELLOW BUTTON > NORTH > OUT > UP > UP > PUSH BUTTON > IN > PUSH GO BUTTON > PUSH GO BUTTON > OUT > DOWN > DOWN > TAKE TITANIUM SHOVEL > UP > UP > PUSH BUTTON > IN > PUSH GO BUTTON > PUSH GO BUTTON > OUT > DOWN > DOWN > IN > DOWN > DOWN > SOUTH > TAKE LINKED CYLINDERS > NORTH > UP > UP > OUT > UP > UP > PUSH BUTTON > IN > PUSH GO BUTTON > PUSH GO BUTTON > OUT > DOWN > DOWN > OPEN DOOR > IN > WEAR CERAMIC ARMOUR > OPEN DOOR > OUT > UP > UP > PUSH BUTTON > IN > PUSH GO BUTTON > PUSH GO BUTTON > PUSH GO BUTTON > OUT > DOWN > DOWN > WELD TRACK > DIG SNOW > DROP LANCE, SHOVEL AND LINKED CYLINDERS > TAKE KEYS > IN > DOWN > TAKE FIRE EXTINGUISHER > UP > TURN KEYS > OUT > DROP KEYS > UP > UP > PUSH BUTTON > IN > PUSH GO BUTTON > OUT > DOWN > DOWN > NORTH > NORTH > OPEN TOOLBOX > UP > UP > UP > UP > NORTH > DROP CAT > UP > UP > UP > UP > OPEN DOOR > IN > WEST > EXAMINE TRAY > TAKE ELECTROFLUTE > WAVE TRAY > WEST > SOUTH > OPEN DOOR > IN > PLAY FLUTE > SQUEEZE FIRE EXTINGUISHER > WEST > PULL LEVER

Shadowgate

Operate the skull. Add the key to your inventory. Open the door. Walk north. Add both torches to your inventory. Operate the wooden torch on an unlit torch. Remove the wooden torch from your inventory. Operate the key on the double doors. Remove the key from your inventory. Open the double doors. Walk north. Open the book. Add the skeleton key to your inventory. Add the unlit torch to your inventory. Add the strange torch to your inventory. Whenever your light flickers, light a new unlit torch and drop the old one. Add new unlit torches to your inventory as you need them. Walk south. Operate the skeleton key on the side door. Remove the skeleton key from your inventory. Walk east. Add the broadsword to your inventory. Add the sling to your inventory. Walk south, north. Open the stone. Walk northwest. Add the silver arrow to your inventory. Operate the left torch. Walk west, northwest. Operate the lit torch on the strange torch. Operate the green torch on the shadow wraith. Remove the green torch from your inventory. Add the cloak to your inventory. Operate the cloak on thyself. Open the door. Walk northwest. Open the scroll. Examine the scroll. Speak to the rope. > EPOR Operate the rope. Open the south door. Walk south. Open the southeast coffin. Operate the lit torch on the mummy. Add the scepter to your inventory. Open the south door. Walk south. Open the east door. Walk east. Open the door. Walk north. Operate a round stone on the slingshot. Walk to the space behind the waterfall. Hit the rock. Add the leather pouch to your inventory. Walk south, south, west. Open the west door. Walk west. Open the pouch. Operate the white stone on the slot. Examine the crystal sphere. Add the crystal sphere to your inventory. Walk south, east. Operate the crystal sphere on the lake. Use the lit torch on the crystal sphere. Add the crystal sphere to your inventory. Add the key to your inventory. Walk west, west. Open the north door. Walk north. Add the shield to your inventory. Add the helmet to your inventory. Operate the helmet on thyself. Add the hammer to your inventory. Add the spear to your inventory. Walk south. Remove the shield from your inventory. Walk south, north, northwest. Operate the hammer on the middle mirror. Remove the hammer from your inventory. Add the broom to your inventory. Operate the key on the door. Remove the key from your inventory. Open the door. Walk north. Operate the crystal ball on the inferno. Open the door. Walk north, north. Operate the spear on the troll. Remove the cloak from your inventory. Walk north. Operate the sling on the cyclops. Operate the broadsword on the cyclops. Remove the sling from your inventory. Remove the broadsword from your inventory. Operate the well. Open the bucket. Add the gauntlet to your inventory. Open the door. Walk north. Remove the broom from your inventory. Walk southwest. Add the book from the desk called “The Prophecy” to your inventory. Open the desk. Add the iron key to your inventory. Add the glasses to your inventory. Add the ancient parchment to your inventory. Add the small parchment to your inventory. Open the book called “The Magic Arts, Volume One: The First Step” on the bottom shelf of the left bookcase. Move the skull from the bookcase to the ground. Operate the red ruby on the slot. Walk north. Open the ancient parchment. Operate the ancient parchment on the globe. Add the key to your inventory. Walk south, south, northwest. Operate the stone. Add the holy water to your inventory. Walk to the opening. Operate the gauntlet on thyself. Add the flute to your inventory. Operate the flute. Add the ring to your inventory. Remove the flute from your inventory. Remove the gauntlet from your inventory. Walk south, south. Open the north door. Walk north. Operate the lit torch on the rug. Operate the key on the floor with the downstairs door. Operate the black skeleton key on the upstairs door. Operate the wrought iron key on the east door. Remove the black skeleton key from your inventory. Remove the wrought iron key from your inventory. Open the east door. Walk east. Note the image on the steps. Walk east.
  • If the sphinx asks for “If you look at me, I look at you…”: Walk south. Add the mirror to your inventory. Walk east. Remove the mirror from your inventory.
  • If the sphinx asks for “Eyeless tho’ that I may be…”: Walk south, south, southwest. Add the skull to your inventory. Walk south, north, east. Remove the skull from your inventory.
  • If the sphinx asks for “Long neck and no hands…”: Walk south, south. Add the broom to your inventory. Walk north, east. Remove the broom from your inventory.
  • If the sphinx asks for “The fires I attend, I am a kitchen friend…”: Walk south, south, southwest, north. Add the bellows to your inventory. Walk south, south, north, east. Remove the bellows from your inventory.
  • If the sphinx asks for “First I was burnt, then I was beaten…”: Walk south, south, northwest. Add the horseshoe to your inventory. Walk south, north, east. Remove the horseshoe from your inventory.
  • If the sphinx asks for “It has towns, but no houses…”: Walk south, south, southwest. Add the map to your inventory. Walk south, north, east. Remove the map from your inventory.
Walk east. Add the shooting star to your inventory. Open the star map. Add the iron rod to your inventory. Walk north. Operate the silver arrow on the lady. Add the spike to your inventory. Walk south, south, south. Open the upstairs door. Walk to the upstairs door. Open the holy water. Move the platinum horn. Operate the holy water on the hellhound. Remove the holy water from your inventory. Add the platinum horn to your inventory. Walk upstairs. Operate the shooting star on the wyvern. Add the talisman to your inventory. Walk south, south. Open the downstairs door. Walk to the downstairs door, west. Operate the iron rod on the mount. Add the wand to your inventory. Walk west. Add the canvas pouch to your inventory. Walk south, south, northeast. Operate the royal seal of Doogan. Operate the ring in the slot. Operate the scepter on Doogan. Walk north, north, east. Operate the glasses on thyself. Open the book. Examine the book. Operate the book on the statue. Remove the glasses from your inventory. Remove the book from your inventory. Walk north. Operate the rightmost switch. Operate the middle switch. Operate the rightmost switch. Walk south, south, south, south, south. Walk south, south, south, south, south. Walk south, downstairs, south, south. Remove everything but the lit torch and the wand from your inventory. Walk northeast. Operate the wand on the snake. Remove the wand from your inventory. Add the staff to your inventory. Walk south. Add all dropped items to your inventory. Operate the helmet on thyself. Walk northwest, northwest. Open the hidden door in the wall. Walk northwest. Operate the dark blue gemstone on the slot. Remove the leather pouch from your inventory. Add the ancient scroll to your inventory. Walk southeast, east, north, north, north. Open the ancient scroll. Operate the ancient scroll on thyself. Walk north, north, north, through the downstairs door. Walk northeast, north, north. Open the small parchment. Operate the small parchment on the gargoyles. Walk north. Operate the handle. Open the canvas pouch. Operate the large gold coin on the well. Go to the well. Operate the mallet on the gong. Operate a gold coin on the ferryman. Go to the ferryman. Operate the talisman on the left slot. Operate the spike on the staff. Operate the silver orb on the staff. Operate the platinum horn. Walk west. Operate the staff on the Behemoth.

Sherlock: The Riddle of the Crown Jewels

> KNOCK ON DOOR > UP > NORTH > LOOK AT PERSIAN SLIPPER > TAKE TOBACCO > TAKE PIPE > TAKE NEWSPAPER > READ NEWSPAPER TO HOLMES Wait until the official arrives. > READ CLUE PAPER Wait until the official leaves. > WEST > TAKE LAMP > TAKE MAGNIFYING GLASS > TAKE AMPOULE > EAST > SOUTH > DOWN > NORTH > TAKE MATCHBOOK > SOUTH > OPEN FRONT DOOR > EAST > LIGHT LANTERN > NORTH > EAST > EXTINGUISH LANTERN > PUT TOBACCO IN PIPE > OPEN MATCHBOOK > TAKE MATCH > LIGHT MATCH > LIGHT TOBACCO WITH MATCH > DROP MATCH, MATCHBOOK AND LANTERN > NORTH > ASK HOLMES ABOUT ASH > WEST > LOOK AT STATUES > LOOK AT GUY FAWKES > TAKE TORCH > LIGHT NEWSPAPER WITH PIPE > LIGHT TORCH WITH NEWSPAPER > LOOK AT CHARLES I > TAKE WAX HEAD > MELT WAX HEAD WITH TORCH > TAKE GEM > LOOK AT GEM > LOOK AT EMERALD THROUGH MAGNIFYING GLASS > EAST > SOUTH > TAKE LANTERN > LIGHT LANTERN > EAST > SOUTH > SOUTH > SOUTH > SOUTH > WEST > BARGAIN WITH SALESMAN > BARGAIN WITH SALESMAN > BUY TELESCOPE > EAST > SOUTHEAST > UP > OPEN BAG > OPEN BLUE BOTTLE > WEAR COTTON BALLS > WAIT UNTIL 7:00 > TAKE SAPPHIRE > LOOK AT CLAPPER > TAKE SAPPHIRE Repeat until you get the sapphire. > LOOK AT SAPPHIRE THROUGH MAGNIFYING GLASS > DOWN > REMOVE COTTON BALLS > DROP COTTON BALLS > NORTHWEST > NORTH > EAST > DOWN > LOOK IN ROWBOAT > TAKE OAR > UP > WEST > NORTH > NORTHEAST > EAST > SOUTH > ENTER ROWBOAT > LOOK AT ROWBOAT > PUT OAR IN OARLOCK > RAISE ANCHOR > PUSH ROWBOAT IN WATER > ROW EAST > ROW EAST > DROP ANCHOR > LOOK AT BRIDGE > WAIT UNTIL 8:38 > TAKE MOSS > LOOK AT OPAL THROUGH MAGNIFYING GLASS Note the meeting password. > RAISE ANCHOR > ROW WEST > ROW WEST > LAND ROWBOAT > DROP ANCHOR > LEAVE ROWBOAT > NORTH > WEST > NORTH > TAKE HAT > TAKE STETHOSCOPE > WEAR STETHOSCOPE > OPEN BROWN BOTTLE > LISTEN TO GIRL If her heartbeat is very fast: > TAKE ORANGE PILL > GIVE ORANGE PILL TO GIRL Otherwise: > TAKE YELLOW PILL > GIVE YELLOW PILL TO GIRL Wait until you receive the carnation. > REMOVE STETHOSCOPE > NORTH > EAST > SOUTH > WEST > ASK SHERMAN FOR PIGEON > EAST > NORTH > WEST > WEST > SOUTH > LOOK AT NELSON THROUGH TELESCOPE > SHOW RUBY TO PIGEON > PIGEON, TAKE RUBY > RELEASE PIGEON > NORTH > EAST > EAST > SOUTH > WEST > ASK SHERMAN FOR PIGEON > LOOK AT RUBY THROUGH MAGNIFYING GLASS > EAST > PUT ALL GEMS IN BAG > NORTH > WEST > WEST > NORTHEAST > NORTH > EAST > LIBRARIAN, BE QUIET > OPEN BOOK > READ BOOK > WEST > SOUTH > SOUTHWEST > SOUTH > SOUTH > SOUTH > SOUTHWEST > EAST > SOUTH > SOUTHEAST > TAKE PACQUET OF PAPER > TAKE CRAYON > DROP CLUE PAPER, PIPE AND TELESCOPE > NORTHWEST > NORTH > LOOK AT TOMB > OPEN PACQUET > TAKE BROWN PAPER > PUT BROWN PAPER ON TOMB > RUB BROWN PAPER WITH CRAYON > TAKE BROWN PAPER > EAST > NORTH > EAST > LOOK AT TOMB > TAKE YELLOW PAPER > PUT YELLOW PAPER ON TOMB > RUB YELLOW PAPER WITH CRAYON > TAKE YELLOW PAPER > SOUTH > WEST > LOOK AT HENRY’S TOMB > TAKE ORANGE PAPER > PUT ORANGE PAPER ON HENRY’S TOMB > RUB ORANGE PAPER WITH CRAYON > TAKE ORANGE PAPER > EAST > NORTH > WEST > NORTH > HOLD BROWN PAPER OVER CANDLES > HOLD YELLOW PAPER OVER CANDLES > HOLD ORANGE PAPER OVER CANDLES > TURN OVER BROWN PAPER > TURN OVER YELLOW PAPER > TURN OVER ORANGE PAPER > DROP ALL PAPER > SOUTH > SOUTH > WEST > WEST > NORTHEAST > NORTH > NORTH > NORTH > EAST > EAST > EAST > SOUTHEAST > SOUTHEAST > READ PLAQUE > NORTHWEST > NORTHWEST > LOOK AT URCHIN > GIVE SHILLING TO WIGGINS > WIGGINS, TAKE KEYS > NORTH > GIVE ALL GEMS TO GUARD > NORTH > WEAR STETHOSCOPE > LISTEN TO DIAL > TURN DIAL RIGHT > TURN DIAL RIGHT > TURN DIAL LEFT > TURN DIAL RIGHT > TURN DIAL RIGHT > REMOVE STETHOSCOPE > WEST > UNLOCK BOX 600 WITH MASTER KEY > TAKE TOPAZ > LOOK AT TOPAZ THROUGH MAGNIFYING GLASS > EAST > SOUTH > WEST > WEST > WEST > SOUTH > WEST > ASK BUTLER FOR MYCROFT HOLMES > GIVE RING TO BUTLER Note the password to the Tower. > EAST > NORTHEAST > EAST > SOUTH > EAST > EAST > EAST > EAST > EAST Say the password to the Tower. > NORTH > NORTH > SOUTHEAST > UP > TAKE WEAPON > DOWN > NORTHWEST > NORTHEAST > LOOK AT KEG > HIT BUNG WITH MACE > LOOK IN KEG > WIGGINS, TAKE GARNET > LOOK AT GARNET THROUGH MAGNIFYING GLASS > SOUTHWEST > EAST > DOWN > WEAR ARMOUR > UP > WEST > SOUTH > SOUTH > SOUTH > PULL CHAIN > TAKE PADDLE > SOUTH > ENTER BOAT > RAISE ANCHOR > PUSH BOAT IN WATER > PADDLE WEST > PADDLE WEST > PADDLE WEST > LAND BOAT > DROP ANCHOR > LEAVE BOAT > REMOVE ARMOUR > EAST > EAST > DOWN > WEST > PUT AMPOULE IN HAT > WEAR HAT > WAIT UNTIL 8:00 > WAIT UNTIL 6:00 > WAIT UNTIL 4:00 > WAIT UNTIL 2:00 > WEST > ASK PROPRIETOR FOR AKBAR Say the meeting password. > GIVE GARNET TO AKBAR > TAKE HAT > HOLD BREATH > TAKE AMPOULE > BREAK AMPOULE > UNTIE HOLMES > TIE MORIARTY AND AKBAR > TAKE MORIARTY’S KEY AND WHISTLE > TAKE CROWN JEWELS > TAKE WHISTLE > UNLOCK DOOR WITH MORIARTY’S KEY > OPEN DOOR > NORTH > BLOW WHISTLE > BLOW WHISTLE > ENTER CAB > BUCKINGHAM PALACE > LEAVE CAB > GIVE CROWN JEWELS TO GUARD

Shannara

Take the stick. Take the journal. Take the fishing pole. Tie the stick to the fishing pole. Move the branches with the fishing pole. Catch the locket with the fishing pole. Defeat the monster. 44 Walk to the pass through the mountains to the southeast. Push the large rock. Push the log. Talk to Shella. 14 Give the locket to Shella. 1 Walk to the ferry to the east. Cross the water at the shallow part to the north. Walk to the Watch Towers to the east. Walk north, north, west. Take the teacup. 2 Smell the teacup. Walk east, south, south, east. Show the teacup to the herbalist. Walk southwest, north, north, west. Take the steam pot. Pour the steam pot in the brazier. Take the charcoal. Walk east. Take the potpourri. Walk south, south, east. Take the paper. Read the paper. Take the green potion from the counter. Walk southwest, north. Pour the green potion on the dogwood tree. Take the flowers. Walk south, east. Mix the flowers in the mortar and pestle. Walk east, south, south, north. 3 Walk north. Talk to Winston. 3 Unlock the dragon design with the locket. Walk to the ferry to the north. Talk to the gardener. 3 Give orders to attack the weakest. In the fight, do not attack the gardener. Defeat all enemies except for the gardener. Catch the rope in the water with the rope in Jak’s backpack. Tell Shella to shoot an arrow from Shella’s backpack at the brake. Walk to the stone ramp north at the crossroads. Walk northwest, northwest, northwest. Break the laurel. Take the laurel. Walk southeast, southeast, southeast. Walk northeast, northeast, northeast. Knock on the door. Knock on the door. Give the food to Brendel. 34 Give the branch to Brendel. Talk to the guard. 1212344 Talk to Brendel. 2334 Tell Shella to show the locket to Seneschal. Walk west. Read the book. Open the door. Walk south. Talk to Seneschal. 13 Take the book from the cabinet. Walk south. Read the book. 4 Walk north. Push the eastern tapestry. Knock on the wall. Push the candleholder. Oil the lion’s jaw with the oil. Pry the lion’s jaw with the knife. Unlock the keyhole with the key. Walk north. Light the lantern. Light the candle. Attack the dark mirror with the knife. Go forward, right. Look at the skull. Open the skull. Take the scroll. Read the scroll. Invoke the scroll on the book. Read the rituals. 3 Walk south, south. 32 Take the mace. Walk northeast. Look at the book. Cut the book with the knife. Put the pact on the floor. Put the incense on the floor. Tell Brendel to put the mace on the floor. Light the incense with the tinderbox. Invoke the book on the pact. Invoke the book on the mace. Talk to the shade. 244 Invoke the book on the shade. Talk to the shade. 34 Talk to the shade. 32 Take the mace. Take the bottle. Fill the bottle from the cask. Put the laurel in the bottle. Put the potpourri in the bottle. Walk northeast, south, northeast, northeast, northeast. Tell Shella to take the mistletoe. Put the mistletoe in the bottle. Walk southwest, southwest, southwest, north, east. Pour the bottle on the flame barrier. Follow the road to Kern. 3 Follow the road to Arborlon. 14 Walk north, north. 4423 Look at the parchment. Walk south, north, northwest. Talk to Arion. 24 Look at the pendant. Walk south. 34 Light the fireplace. Walk south. Tell Shella to fill the hole with the kerchief. Tell Brendel to give the pot to Jak. Fill the pot with clay. Walk south. Fill the carved stone with the clay. Pour the water on the flagstone. Take the flagstone. Put the flagstone in the clay. Take the earth rune. Give the rope to Lessa. 3 Climb the ladder. Take the shingles. Remove the bird’s nest. Oil the weather vane with the oil. Turn the weather vane. Walk south. Give the journal to Brendel. Walk west. Remove the vines. Close the gate. Take the life rune. Open the gate. Walk east, north. Give the air rune to Davio. Give the life rune to Davio. Give the earth rune to Davio. Give the water rune to Davio. Light the fireplace. Walk south. Climb the ladder. Put the shingles on the metal piece. Walk south. Take the ladder. 3 Walk north, north. Give the silver ring to Davio. Walk south. 3 Walk south, south. Give the gold ring to Lessa. Talk to Lessa. 3 Walk north, west, north. Put the elf rune on the rune stone. Put the earth rune on the rune stone. Put the air rune on the rune stone. Put the fire rune on the rune stone. Put the water rune on the rune stone. Put the life rune on the rune stone. Take the Elfstones. Walk south, east, north. 123 1234 Give the Elfstones to Davio. Walk to the plains to the northeast. Walk to the fight east on the plains. Defeat the enemies. 4 Wait until you reach the canyon. Tell Telsek to take the boulder. Tell Telsek to throw the boulder at the arch. Walk north. Order everyone to attack the leader. Order Davio to use the Elfstones. Attack the leader. Defeat the enemies. Walk north. Light the lantern. Give the letter to Aine. 1234 Look at the dark object. 1234 Tie the rope to the Black Irix. Wait until you reach the battlefield. Walk east. Retreat. 43 Walk west, west. Give the letter to the guard. 31 Wait until the Challenge starts. Walk west. Search the nest. Give the feather to Telsek. Talk to the cook. 3 Walk west, west, north. Tell Brendel to give the spoiled wine to Jak. Walk south, east, east. Give the spoiled wine to the cook. Walk west, west. Put the worms on the fishing pole. Fish in the stream with the fishing pole. Walk west, west. Talk to the guard. 31132 Take the shield. 2134 Talk to the guard. 423 Defeat the enemies. Walk east through Jannison Pass. Defeat the enemies. Walk south along the river. Continue south across the river. Walk south to Storlock. Walk northeast. Tell Shella to tie the kerchief to the arrows. Give the oil to Shella. Tell Shella to light the arrow. Defeat the spider. Talk to the healer. 431234 Walk southwest. Walk southeast to the Silver River. 1234 Walk east. Look at the shards of broken pottery. Look at the cupboard. Walk north. Look at the fireplace. Look at the chair. Walk south, east. Talk to Davio. 2 Open the stein. Look at the red sash. Walk west. Give the red sash to Kili. 3 Defeat the enemy. 3 Look at the backpack. Walk north. Put the handle in the hole. Push the handle. 1234 Walk northeast. 1234 Pour the magic dust in the pond. Tell Davio to invoke the Elfstones on the dam. 1234 Defeat the enemies. Walk north, across the river, to Dragon’s Teeth mountains. Walk northwest. 3 Walk northwest. 123 Invoke the book on Shella. Attack Shella with the dagger. Touch the boot. Push the bootheel. Cut the rope with the nails. Take the coarse rope. Cut the tent with the boot heel. Walk west. Cut the west tent with the boot heel. Walk west. Take the ritual dagger. Take the magic torc. Gag the gnome shaman with the blindfold. Tie the coarse rope to the gnome shaman. Walk east, east. Unlock the east chest with the keyring. Unlock the west chest with the keyring. Open the east chest. Walk west, west. Talk to Geeka. 31343 Walk east, east. Tell Geeka to take the west chest. Tell Geeka to put the handle in the hole. Tie the rope to the metal bound chest. Put the metal bound chest in the pit. Tell Geeka to enter the pit. Enter the pit. Walk west. Tell Geeka to put the handle in the hole. Walk east. Tell Brendel to throw the warhammer to the grating. Tell Brendel to enter the grating. Walk east. Open the metal plate. Fix the metal plate. Tell Telsek to use the Black Irix. Tell Telsek to turn the wheel. Tell Telsek to open the door. Walk north. Walk north. Defeat the enemies. Tell Telsek to push the statue. Walk north. Order Davio to use the Elfstones. Continue fighting the shifter until Davio speaks up. 1 Walk north, south. Tell Telsek to take the broken door. Walk north. Tell Brendel to lift the cage bar. 3 Push the cage bar. Tie the rope to the cage bar. Walk south. Look at the top of the idol. Tell Brendel to throw the warhammer at the eye. Defeat the enemies. Climb the idol. Draw the Sword. Wander around your thoughts until you reach the end. Attack the book with the Sword. 1234 1234 1234 1234 1234 13

Shadow of the Comet

Walk to the two men. 21 Get Boleskine’s diary from the dresser. Use Boleskine’s diary. Get the telegram from the table. Use the telegram. Walk west, south, south, southwest, south. Walk through the southern door. Walk to the statue. Look at the statue description. Walk north. Talk to the man. Talk to Jugg. 12 Look at the birth register on the table. Talk to Jugg. 21 Walk south, north. Look at the left-most cupboard. Look at the right-most cupboard. Get the magnifying glass. Walk south, south, east, east, east. Talk to the woman. 2 Talk to Tilton. Walk north. Talk to Myer. 1 Walk north, southwest, through the door, north. Look at the rifle. Use the magnifying glass on the rifle. Walk south, south, south. Walk to the door. Look at the house. Walk north, north, east, east, east. Get the rope ladder. Walk through the door. Talk to the man. 1 Talk to Curtis Hambleton. Walk south, south, south. Get the branch. Walk north, north, west, west, west. Talk to the police officer. Talk to sergeant Baggs. Talk to sergeant Baggs. Walk north, west, north, north, west. Get the branch. Walk west, north. Get the branch. Walk west, south, south. Get the creeper. Walk north, east, east, east, east. Walk to the door, north, east. Look at the dresser. Get the absorbent cloth. Get the surgical spirit. Use the surgical spirit. Look at the trunk. Get the drawing. Get the map. Use the drawing on the table. Use the absorbent cotton with surgical spirit on the drawing. Get the rubbed drawing. Use the map on the table. Mark the spot named “Searcher”. Walk west, south, south, southeast. Talk to Myer. Walk east, to Cobble. Walk to the door. Talk to the bartender. Talk to the bartender. Talk to Nathan Tyler. 22 Get the bat. Use the bat on the Hambleton boys. Walk west, north, to the door, north, east. Look at the trunk. Get the camera. Get the tripod. Get the lantern. Get the lens. Walk west, south, south, southwest, south. Talk to Webster. Walk north. Use a branch. Use a branch. Use the branch. Use the creeper. Use the camera. Use the set of plates. Use a plate. Use a plate. Use the plate. Walk east. Look at the spot where the cat disappeared to. Walk to the passage. Hide behind the tree before the shaman sees you. Wait until the shaman appears. Run west, south. Get the prescription. Walk west, south, south, southeast, to the door. Use the prescription on the counter. Walk north. Get the sodium thiosulphate (or benzine chlorate). Get the potash metabisulfite (or chromogenous). Walk to the ladder. Get the metol. Get the hydroquinone. Climb down. Walk west, to the lamp on the back wall. Use an exposed plate on the developing trays. Use the metol on the developing trays. Use the hydroquinone on the developing trays. Use the sodium thiosulphate (benzine chlorate) on the developing trays. Use the potash metabisulfite (chromogenous) on the developing trays. Walk east, south, south, south, southwest. Follow the hooded figure east, inside. Talk to Myer. Get the key. Walk south, west. Use the key on the door. Look at the blood. Get the statue of a baby. Walk north. Look at the cabinet. Get the statue of a young man. Walk west. Look at the eastern butterfly case. Get the statue of an old man. Walk north. Look at the west end of the rug. Get the small key. Get the old man and the sea. Use the statue of an old man on the empty spot. Get the invisible man. Use the statue of a young man on the empty spot. Get youth. Use the statue of a baby on the empty spot. Walk east. Talk to Jugg. Use the parchment on Jugg. Get the message. Get the Necromicon. Use the small key. Use the Necromicon. Use the Necromicon on the desk. Walk west, south, east, south. Walk south, northeast, northwest, west. Walk north, to the door, north, east. Use the message. Walk west, south, south, southwest. Walk south, southwest, to the door. Talk to Guildchrist. 1 Walk north. Talk to Underhouse. Walk downstairs, south. Talk to the ladies. Talk to Pickott. 1 Walk east, east, to the door. Talk to Myer. 3 Walk south, west, west. Use the brooch on Pickott. Use the locket on Pickott. Use the bible. 3 Walk north, through the eastern door. Walk to the counter. 231 Walk to the stairs. Look at the cabinet. Look at the safe. Enter 345. Get the diary. Get the cigar case. Use the cigar case. Use the diary. Use the deposit note. Walk south, east, southwest, to the door. Use the deposit note on Guildchrist. Walk south, north, east, northeast, north, behind the well. Use the parcel. Use the frock. Walk east, to the fence. 1 Walk to the fence, to the stairs, east of the lighthouse. Look at the lighthouse. Use the wall. Look at the sundial. Get the wings. Look at the lamp. Get the candle. Use the candle. Use the magnifying glass on the candle. Move the magnifying glass over the fuse. Wait until the candle is lit. Use the lit candle. Use the wings. Talk to the fortune teller. Walk west, south, east, north, east. Walk east, east, east, southeast. Talk to Bishop. 11 Talk to Bishop. Walk south, east, east. Use the cemetery key. Walk north, north. Get the rope. Walk south, east. Get the bar. Walk north, north. Use the bar on the portcullis. Use the rope on the portcullis. Walk through the portcullis. Walk east. Get the skull. Walk west, west, west, north. Get the skull. Walk south, east, east, north. Use a skull on the right pedestal. Use the skull on the left pedestal. Walk north, west, south. Walk over the floor plate in the middle of the room, indicated by a slightly red dot. Walk north, west. Walk over the southeastern tile. Walk over the southwestern tile. Walk over the northwestern tile. Walk over the northeastern tile. Walk north, east. Get the first statue. Get the second statue. Use the first statue on the eastern niche. Use the second statue on the western niche. Walk north, north, west. Walk over the floor plate indicated by a red dot. Walk north, west, north, north, east. Walk east, south, south. Walk south avoiding the pit trap, south, east. Walk over the floor plate indicated by a red dot. Walk north, west, north, north, east, east, south. Walk south, east avoiding the pit trap. Walk south, east, south, south. Walk around until the western doorway appears. Walk west. Walk over the floor plate indicated by a red dot. Walk east, north, north, north. Walk over the southern tile. Walk over the southwestern tile. Walk over the western tile. Walk over the northwestern tile. Walk over the northern tile. Walk over the northeastern tile. Walk over the eastern tile. Walk over the southeastern tile. Walk north, west, north. Look at the western plaque. Look at the northern plaque. Look at the eastern plaque. Walk three times around the table. Walk east, north. Get statue 1. Get statue 2. Get statue 3. Get statue 4. Run south, west, south, east, south, south. Run west, north, west, north, north, west. Run west, south, south, west, south, east. Run east, south, south, to the rope. 3 Look at the painting on the western wall. Use the drawing of the sign. Talk to Webster. Look in the notebook to find the four spells. Walk south, south, south, south. Walk west, south, west. Get the rotten fish. Walk west, south. Wait until Coldstone appears. Use statue 3. 3412 Use statue 3 on the sign. Walk north, northwest, north, west. Wait until Arlington appears. Use statue 2. 2341 Use statue 2 on the sign. Walk east, east, northeast. Wait until Tyler appears. Use statue 1. 1234 Use statue 1 on the sign. Walk south, south, south, east. Use the rotten fish on the ground. Walk east, north, east, east, south, west. Use the cat on the dog. Run east, north, west, west, south, south, to the door. Look at the small desk. Get the compass card. Get the lantern. Use the compass card on the steering wheel. Walk east. Use the lantern on the fireplace. Walk east. Look at the bookcase. Use magic rites. Look at the cabinet. Look at the drawer. Get the handle. Use the handle on the telescope. Look at the southmost lever. Use the ball on the star chart. Walk east up the stairs. Use statue 4. 4123 Wait until Parker is forced on the altar. Use statue 4. Run east, north, north, south. 1 Use the message. Walk west, south, south. Talk to Pickott. 1 Walk southwest, south, southwest, to the door. Walk to the northern door. 11 Walk to the stairs, south. Walk east, east, east, north, east, east. Talk to Bishop. Get the stick. Use the stick on the door. Use the brooch. Use the pin on the door. Walk to the door. Look at the fireplace. Get the bow. Look at the table. Look at the floor near the crates. Get the arrow. Walk south, south, south, west, west, west, north. Use the feather on the stump. 21313 Walk north, east, east, east, east. Walk east, east, east. Look at the well. Walk east. Use the pot of paint on the water. Walk east. Get the empty can. Get the can of acid. Walk east. Get two flints. Use the empty can on the south shore of the pool. Walk south. Use the can of naphtha. Use the two flints. Use the bow. Get the turqouise. Get the aquamarine. Get the butterfly. Walk north. Use the empty can on the south shore of the pool. Walk west, west, west, to the steps. Walk south, south, east, east, east, east. Talk to Bishop. 2332 Walk to the docks. Get the ruby. Get the emerald. Look at the door. Reconstruct the skull. Walk to the door. Use the ruby on the statue’s right eye. Walk to the pentagram. Use the aquamarine. Walk to the boat. Walk to the cave. Use the lantern. Walk north. Wait until the lantern dies out. Use the can of naphtha. Wait until the northmost creature disappears east. Walk west on the northmost creature’s path, north. Use the can of acid on the crack in the floor. Get the diamond. Use the turqoise. Use Natawanga’s ring. Use the emerald. Use Boleskine’s ring. Use the emerald jewel-encrusted ring. Use the turqouise jewel-encrusted ring. Walk south, east. Look at the small passage at the east side. Use the tripod. Use the camera. Use the set of plates. Use the butterfly. Use the butterfly. Use the magnifying glass. Use the lantern. Use a plate. Get the fragment of the comet. Use the two flints on the red spot. Use the aquamarine on the blue spot. Use the fragment of the comet on the white spot. Use the diamond on the green spot. Walk west, south, south.

ShadowForce

Take a gun from the first crate. Take the gun from the first crate. Take a magazine from the first crate. Take the magazine from the first crate. Take the motion scanner from the second crate. Take the light source from the second crate. Take the charge unit from the second crate. Walk east, north. Use the door. Walk north. Take the quantum reflector. Take a magazine. Take the magazine. Take the medkit. Use the medkit at your discretion. Walk south, south, south, east. Use the quantum reflector on the beams. Use the motion scanner. Walk east. Destroy the enemy. Take the plasma rifle. Take a magazine. Take the magazine. Take the boomball. Use the boomball at your own discretion. Take the plasma detonator. Walk west, west, north, east. Look at the body. Note the name. Take the security card. Use the security card on the security door. Walk east. Talk. > REACTOR > BACKUP > ARCHIVES > COMPUTER > EXPERIMENT > ENERGY > SECURITY > DROIDS > WARBOTS > TRANSMISSION > BYE Use the motion scanner. Walk north. Destroy the security droids. Use the security console. > D. TYPHON Walk south, east. Destroy the security droid. Use the security card on the slot. Walk east, north. Use the plasma detonator on the universal jack. Use the computer. Look at the transportation pads. Take the golden sphere. Walk north. Use the motion scanner. Walk east. Destroy the security droids. Walk east. Use the elevator controls. Go to level 3. Walk west. Destroy the warbots. Take the screwdriver. Take the comlink unit. Walk east. Use the elevator controls. Go to level 2. Walk west. Destroy the security bots. Walk west, north. Talk. > ARCHIVES > SISYPHUS > BYE Walk west. Destroy the droid. Look at the medroom tubes. Take the wires. Walk east, south. Use the wires on the door. Walk south. Take the flask from the recess. Walk north, west. Use the golden sphere on the beams. Walk east, east, east. Use the elevator controls. Go to level 1. Walk west, west, west. Destroy the warbots. Take the boomball. Use the boomball at your own discretion. Take the magazine. Look at the note. Use the screwdriver on the grate. Put the light source in the hands of a crewman. Walk south, south. Use the grate. Talk. > FRIEND > FLOYD > STORIES > BYE Walk north, north. Put the light source in a backpack. Walk east, south. Use the control unit. Push the button. Put the light source in the hands of a crewman. Walk south, east. Use the flask on the tube. Take the flask of blood. Walk south. Destroy the exterminator. Look at the memo. Walk north, west, north. Put the light source in a backpack. Walk north, east, north. Use the comlink unit on Floyd. > LIFE Walk south, east, east. Use the elevator controls. Go to level 3. Walk west. Take the 5″ data disk from the safe. Take the 3″ data disk from the safe. Walk east. Use the elevator controls. Go to level 2. Walk west, west, south. Use the flask of blood on the recess. Use the 5″ data disk on the slot. Take the flask from the recess. Walk north, west, south. Put the light source in the hands of a crewman. Walk south, south. Use the flask on the scanner. Use the computer console. > DEZUNO > EFAVOP > FGBWPQ Walk north, north. Put the light source in a backpack. Kill the exterminator. Walk north, east. Kill the exterminator. Walk east, east. Use the elevator controls. Walk west. Kill the droid. Walk west. Give the 3″ data disk to the Overlord. > SISYPHUS Take the light source from the crate. Take a charge unit from the crate. Take the charge unit from the crate. Take the electrocharger from the crate. Talk. > SHIP > FACTORY > TRANSMISSIONS > CODE > REDMAN > BYE Walk south. Take the pipe. Take the gun from the crate. Take a magazine from the crate. Take the magazine from the crate. Take the shock rifle from the crate. Walk east. Use the panel. Put the light source in the hands of a crewman. Walk east, east. Note the green symbol on the wall. Walk east. Use the pipe on the loose floortile. Take the gear. Walk east. Use the first machine. Take the cube. Put the cube in the second machine. Use the second machine. Select the picture with the three circles. Use the picture. Take the cube from the second machine. Walk west, west, north. Use the cube on the panel. Walk north. Take the engraved metal. Take the green cube from the recessed area. Take the blue cube from the recessed area. Take the red cube from the recessed area. Walk south, south, west, west, west. Use the engraved metal on the scanner. Walk north. Talk. > REDMAN > BYE Walk south, east, east, east, south, south. Note the blue symbol on the wall. Walk east. Use the electrocharger on the blob. Talk. Talk. Talk. Talk. > SHIP > ACTIVE Note the activation command. > BYE Walk west, south. Use the electrocharger on the control unit. Walk south, west. Use the electrocharger on the octagonal box. Talk. > MRZM Note the reply. > BYE Walk east, north, north, east. Talk. > BRPPLF > BYE Put the light source in a backpack. Walk west, south, south, east. Use the gear on the console. Use the console. Use the console. Use the console. Walk west, south. Note the red symbol on the wall. Walk west. Use the green cube on the terminal. Use the terminal. Note the code for Earth. Use the terminal. Note the code for Mars. Use the terminal. Note the code for Sun. Use the terminal. Note the code for Venus. Walk east, east. Use the blue cube on the terminal. Use the terminal. Walk west, south, south. Use the control unit. Use the green button until the left symbol corresponds to the green symbol. Use the blue button until the middle symbol corresponds to the blue symbol. Use the red button until the right symbol corresponds to the red symbol. Use the plate. Walk south, south. Use the red cube on the terminal. Use the terminal. Walk north, north, north, north, north, north. Walk east. Look at the archives computer. Take the 5″ data disk. Walk west, north. Use the 5″ data disk on the communications console. Use the communications console. > 1001011010100101 Walk north. Destroy the mechanical spiders. Wait until you are saved. Take a stungun. Take the stungun. Take a gas grenade. Take a gas grenade. Take the gas grenade. Take the motion scanner. Take the medkit. Walk west, south. Talk. > DRINK > ALCOHOL > TERRORIST > SCIENTIST > CARD > BYE Take the security card. Walk north, north. Use the security card on the door. Use the motion scanner. Walk north. Stun the terrorists. Walk east. Look at the note. Take the flask from the shelf. Take the instafreeze spray from the shelf. Walk west, west. Take the cutting torch. Use the flask on the synthomatic. Use the synthomatic. > ALCOHOL Take the flask of alcohol from the synthomatic. Walk east, south, south, south. Give the alcohol to the bartender. Take the communications unit. Note the conversations on the communications channel as they pass by. Note the operation name “EDEN”. Note the bomb frequency 84nm. Walk north, west. Stun the terrorists. Use the cutting torch on the side panel. Walk south. Stun the terrorist. Walk west. Take the repair droid. Take the EM frequency emitter. Walk east, north. Use the repair droid on the tangled wires. Use the door. Walk west. Use the button. Walk east. Stun the terrorists. Walk east, north. Note the grid number 14H. Walk south, south. Stun the terrorists. Look at the door. Use the instafreeze spray on the door. Walk south. Stun the terrorist. Take a gas grenade. Take the gas grenade. Take the device. Look at the memo. Note the code 951. Walk north, north, east, north. Stun the terrorists. Use the console. > EDEN Walk south, east. Use the controls. Walk east. Stun the terrorist. Walk east. Use the cutting torch on the panel. Look at the panel. Note the subsection 21D. Walk west, west. Use the controls. Walk west, west, west, west. Use the button. Walk east. Use the console. > 14H > 21D Walk west. Use the button. Walk east, east, east, east. Use the controls. Walk east, east, east, south. Stun the terrorists. Look at the window. Use the EM frequency transmitter. > 84NM Walk south. Stun the terrorist. Walk east. Stun the terrorists. Use the device on the bomb. Press the first button nine times. Press the second button four times. Press the third button four times. Walk west, north, north, east, east. Walk east, north, east, east, south. Stun Dark Angel.

Seastalker: The Ultramarine Bioceptor

> ANSWER VIDEOPHONE > ADJUST VIDEOPHONE > TAKE MICROPHONE > TURN ON MICROPHONE > COMMANDER BLY, TELL ME ABOUT THE PROBLEM > COMMANDER BLY, TELL ME ABOUT THE MONSTER > GOODBYE, COMMANDER BLY > DROP MICROPHONE ON WORKBENCH > NORTH > TURN ON COMPUTESTOR > COMPUTESTOR, TELL ME ABOUT VIDEOPHONE > EAST > EAST > LOOK AT ELECTRICAL PANEL > CLOSE CIRCUIT BREAKER > EAST > SHARON, TELL ME ABOUT FILE DRAWER > WEST > WEST > SOUTH > SOUTH > WEST > TAKE CATALYST CAPSULE > NORTH > SOUTH > CLOSE HATCH > PUT CATALYST CAPSULE IN POWER REACTOR > CLOSE POWER REACTOR > TURN ON POWER REACTOR > FILL TEST TANK > TURN ON ENGINE > OPEN TANK GATE > EAST > OPEN THROTTLE > DIVE > SET THROTTLE TO FAST > EAST > EAST > NORTHEAST > NORTHEAST > NORTHEAST > NORTH > NORTH > CLOSE THROTTLE > LOOK AT SONARSCOPE > DIVE > DIVE > SET THROTTLE TO FAST > NORTHEAST > NORTHEAST > TIP, GIVE ME THE UNIVERSAL TOOL > OPEN ACCESS PANEL WITH UNIVERSAL TOOL Wait until the Scimitar reaches open ocean. Save your game to prevent randomly occuring injury or death. > ACTIVATE AUTOPILOT > ENTER CRAWL SPACE > REPAIR VOLTAGE REGULATOR > EXIT CRAWL SPACE > TIP, TELL ME ABOUT THE MAGAZINE > TIP, GIVE ME THE MAGAZINE > READ MAGAZINE > OPEN MAGAZINE > READ ARTICLE > GIVE MAGAZINE TO TIP > THANK TIP Wait until the sonarscope reacts. > AIM SEARCH LIGHT TO STARBOARD Wait until the sonarphone rings. > ANSWER SONARPHONE Wait until the Scimitar reaches the Aquadome. > OPEN THROTTLE > TAKE EMERGENCY OXYGEN GEAR > OPEN HATCH > EXIT SCIMITAR > NORTH > NORTH > GREET ZOE > WAIT Wait until everybody has trouble breathing. > TURN ON EMERGENCY OXYGEN GEAR > NORTH > OPEN DOOR WITH UNIVERSAL TOOL > TAKE OBJECT > PUT ELECTROLYTE RELAY IN CYLINDER > CLOSE DOOR Wait until Commander Bly asks you to discuss a private matter. > YES > ASK ABOUT EVIDENCE > ASK FOR BLACK BOX > OPEN BLACK BOX WITH UNIVERSAL TOOL > LOOK IN BLACK BOX > SEARCH ROOM > TAKE FRAM BOLT WRENCH > ASK ZOE ABOUT MICK ANTRIM > OPEN DOOR > WEST > YES > YES > YES > YES > NO > ASK TIP ABOUT TRAP > NORTH > NORTH > PUT BLACK BOX ON SONAR > SOUTH > SOUTH > WEST > MARV, CHECK THE SONAR > SHOW FRAM BOLT WRENCH TO DOC > SHOW FRAM BOLT WRENCH TO AMY > SHOW FRAM BOLT WRENCH TO BILL Wait until Marv Siegel returns. > YES Wait until Mick Antrim returns. > YES > WEST > OPEN BLUE DOOR > SOUTH > UNLOCK LOCKER WITH TOOL > OPEN DIARY > READ DIARY > TAKE PHOTOGRAPH > NORTH > EAST > SHOW PHOTOGRAPH TO ZOE > ASK ZOE ABOUT DOC HORVAK > DROP DIARY AND PHOTOGRAPH > SOUTH > SOUTH > SOUTH > LOOK AT EMERGENCY SURVIVAL UNIT > TAKE HYPODERMIC SYRINGE > EXIT SCIMITAR > NORTH > NORTH > DOC, LOOK AT HYPODERMIC SYRINGE Wait until Doc Horvak returns. > ASK BILL ABOUT SYRINGE > LOOK AT DOCKING TANK CONTROL PANEL > TURN OFF DOCKING TANK CONTROL > TURN ON ELECTRICITY Wait until Zoe comes up with a plan. > YES > YES > YES > YES > YES > YES > GIVE MAGAZINE TO DOC HORVAK > YES > YES > SOUTH > SOUTH > EAST > EAST Wait until Doc Horvak brings the tranquilizer. > DOC, INSTALL DART GUN ON SCIMITAR > SOUTH > SEARCH FOR BAZOOKA > TAKE BAZOOKA > TIP, INSTALL BAZOOKA ON SCIMITAR > YES > YES > YES > YES > NORTH > WEST > SOUTH > SOUTH > SOUTH > FILL DOCKING TANK > PUSH TEST BUTTON > OPEN DOCKING GATE > TURN ENGINES ON > SOUTH > OPEN THROTTLE > SOUTHEAST > SET THROTTLE TO MEDIUM Wait until Tip sees the cloud of silt. > YES > YES > YES > NO > YES > EAST > EAST > SOUTH > SOUTHEAST > NORTHWEST > NORTHWEST > SET THROTTLE TO SLOW > LOOK AT SONARSCOPE The Scimitar should be directly behind the Seacat. Wait until Thorpe regains consciousness.br; > AIM BAZOOKA AT POWER POD > SHOOT BAZOOKA AT POWER POD > YES

Sam and Max Hit the Road

Search the mousehole. Pick up the black light. Walk west, downstairs. Talk to the cat. Question the cat. Use Max on the cat. Use the car. Drive to one of the Snuckey’s burger place. Walk inside. Pick up the box of sweets. Talk to the counter clerk. Question the clerk. Ask about the sweets. Leave the clerk. Walk outside. Pick up the cup. Use the car. Drive to the carnival. Give the orders to the fire-breather. Pick up the hair. Pick up the hand-in-a-jar. Walk north. Use the Wak-a-Rat game. Win the game. Pick up the flashlight. Put the black light bulb on the flashlight. Pick up the lens. Talk to the operator. Question the operator. Ask about the Cone of Tragedy. Check the inventory. Talk to the operator. Question the operator. Ask about the inventory. Walk northeast, into the Lost Found tent. Look at the fish magnet. Walk northwest to the tunnel of love. Use the boat. Use the black light flashlight on the darkness. Find the circuit board. Use Max on the circuit board. Use the bearded man. Walk north. Talk to the man. Question the man. Ask about Bruno. Ask about the candy. Use the switch. Walk north, north. Use the crowbar on the padlock. Use the wardrobe. Pick up the score card. Use the box. Walk north, northeast, west. Drive to one of the Snuckey’s burger place. Walk inside. Talk to the counter clerk. Question the clerk twice. Ask about the jar. Leave the clerk. Wait until Max tells he has to go to the bathroom. Talk to the counter clerk. Question the clerk. Ask about the bathroom. Leave the clerk. Walk outside. Talk to Max. Question Max. Ask about the restroom key. Leave Max. Use the car. Drive to the ball of twine. Enter the tram. Enter the lift. Pick up the wires. Use the wires on the binoculars. Use the lens on the binoculars. Talk to the man. Question the man. Ask about the bent tools. Leave the man. Use the elevator. Use the tram. Use the car. Drive to Gatorgolf. Pick up the golfbal retriever. Use the car. Drive to the World of Fish. Pick up the bucket of fish feed. Use the bent tool on the stuffed fish. Use the stuffed fish. Use Max on the stuffed fish. Use Max on the loose end. Walk to the museum at the base of the ball. Use the golfball retriever on the severed hand. Use the fish magnet on the golfball retriever with hand. Use the golfball retriever with hand and magnet on the ball. Walk west. Use the car. Drive to Gatorgolf. Walk north. Use the bucket of fish on the bucket of golf balls. Hit fish in the water to make an alligator bridge over the range. Use the glass door. Use the hidden door. Pick up the snow globe. Walk south. Use the car. Drive to the Mystery Vortex. Walk east, northeast. Pick up the hair. Talk to the woman. Question the woman. Ask about the snow globe. Leave the woman. Walk east. Note the colour of the doors. Use the mirror. Use the handles to set the colour to one of the doors. Leave the mirror. Try the doors until you find Shuv-Oohl. Talk to Shuv-Oohl. Question Shuv-Oohl. Note the location of Frog Rock. Ask about Bruno. Note the places near the Frog Rock. Ask about the mood ring. Walk northwest. Use the car. Drive to the ball of twine. Enter the tram. Enter the elevator. Use the binoculars. Find Frog Rock. Leave the binoculars. Use the elevator. Use the tram. Use the car. Drive to Frog Rock. Use the three tufts of fur on the rock. Use the mole man powder on the rock. Use the car. Drive to Bumpusville. Use the door. Walk inside, east. Pick up the pillow. Use the golfball retriever with hand on the book. Walk west. Wait for the cleaning robot to pass by. Use the robot. Make sure only the western room is connected. Leave the robot. Walk northeast. Use the virtual reality helmet. Pick up the sword. Walk to the cave. Use the sword on the dragon. Pick up the heart. Walk west. Pick up the portrait. Walk west. Use the key on the keyhole. Walk east, east, south. Use the car. Drive to the Savage Jungle Inn. Enter the building. Talk to the secretary. Question the secretary. Ask about Bumpus and Bruno. Leave the secretary. Look at the brochures. Walk east. Use the car. Drive to the Dino Bungee. Walk to the dinosaur robots. Use Max on the wooly mammoth. Walk west, north, into the elevator. Use the cup on the golfball retriever with hand. Talk to the woman. Question the woman. Leave the woman. Use the dressing screen. Use the cable. Use the golfball retriever with hand and cup on the tar. Use the tar on the stilt suit. Use the wooly mammoth hair on the tarred stilt suit. Use the dressing screen. Walk into the elevator, west. Use the car. Drive to the celebrity vegetable museum. Pick up a Bumpus eggplant. Give the painting of John Muir to the woman. Use the car. Drive to Bumpusville. Walk inside, east. Use the eggplant on the toupee. Use the toupee on the stilt suit. Use the car. Drive to the Savage Jungle Inn. Enter the building. Give the rasp to the bigfoot. Use the bigfoot disguise. Walk north. Pick up the wine. Walk northwest. Pick up the ice pick. Open the door. Use the bigfoot disguise. Use the door. Walk west, east, east. Use the car. Drive to the ball of twine. Enter the tram. Enter the elevator. Give the icepick to the man. Use the screwdriver on the wine bottle. Use the elevator. Use the tram. Use the car. Drive to the celebrity vegetable museum. Talk to the woman. Ask about the John Muir vegetable. Leave the woman. Use the car. Drive to the Dino Bungee. Walk to the dinosaur robots. Use the Tyrannosaurus Rex button. Make the robot stop when the mouth is open. Use the rope on the Tyrannosaurus Rex. Use Max on the rope. Use the car. Drive to the Mystery Vortex. Walk east, northeast. Use the mini vortex. Use the snow globe on the vortex. Use the snow globe on the cork. Walk east, northwest. Use the car. Drive to the Savage Jungle Inn. Enter the building. Walk norh, west, to the pool. Use the vortex on the tub. Use the tooth on the tub. Use the vegetable on the tub. Use the pillow on the tub.

Space Quest: The Lost Chapter

> LOOK > STAND > LOOK Walk to the controls. > LOOK CONTROLS > OPEN DOOR Walk to the door. > LEAVE SHIP (Note: these 5 points can never be received when using RESTART) Walk south, south, south, to the ship. > LOOK SHIP > LOOK DOME > GET CODE CARD Walk north, north, north, west over the ramp, to the plant. > LOOK PLANT > GET FLOWER Walk east, down the ramp west, west. Walk west, east behind the blueish bush, to the red bush. > LOOK > LOOK BUSH > LOOK GROWTH > GET MOULD > EAT MOULD Walk west, west, west, west, west, to the tree. > CLIMB TREE Climb up, on the branch to east. Walk to the apple. > LOOK > LOOK VINES > GET FRUIT > EAT FRUIT Walk west, to the tree and climb down, down. Walk into the water (only possible at the brown-coloured land). Swim west, west. Walk to the grey object near the tree. > LOOK TREE > LOOK ROOTS > GET NAIL Wade in the water until you reach deep water. > DIVE Swim west, south, to the rock. > LOOK ROCK > GET BAG Swim north, east, east, east, east, south, south. Swim between the red sheets to the base of the tree. Swim to the bulb on the swamp floor. > LOOK > SEARCH DEBRIS > GET JAR Swim to the hole. > SEARCH HOLE > GET LINE Swim south, east, south, east. > SEARCH HOLE Swim west, north, north, north, west, west, west, west. Swim to the top. > SWIM UP Swim east, east, east, east, east. > FILL JAR Swim out of the water. Find a suitable spot on the eastern bank. > BEND NAIL > USE HOOK ON LINE > USE WORM ON HOOK > NORMAL > CATCH FISH > PUT TERROR FISH IN JAR > PUT COVER ON JAR Walk into the water. > DIVE Swim into the cave, east, east, to the object on the floor. > LOOK > LOOK FLOOR > GET METAL Swim east, east, up, to the shore. > LEAVE WATER Walk west, to the hole. > LOOK HOLE > LOOK FISH > GET FISH > PUT FISH IN BAG Walk east, into the water. > DIVE Swim west, west, west, west, west, west, north. > RELEASE PUFFY FISH Swim to the hole. > LOOK HOLE > GET TENTACLE Swim west, northwest, west, down, east, east. Swim to the ship. > LOOK > LOOK SHIP > LOOK COCKPIT > GET CODE CARD Swim west, west, north, east, east. > NORMAL Swim southwest. > USE TENTACLE Swim southeast, east. > LOOK PLAQUE Swim to the grey dome. > TOUCH ORACLE > LOOK ORACLE Swim west. > NORMAL Swim west. > USE TENTACLE Swim northeast, southeast, east, east, through the hole. Swim west, west. > NORMAL Swim west. > USE FRUIT > LOOK Swim to the paper. > GET PAPER Swim east, east, east, through the hole, west, west, west. Swim northeast, east. Swim west, west, west, south, south, south. Swim east, east, east, east. > SLOW Swim east at a low point and stop immediately. This is a most strict maze. Swim to the right until your hand shows in the second arch of the lowest tentacle. Swim up until your head ‘touches’ with the unshadowed side of the third tentacle. Swim to the right until your hand shows in the last arch. Swim down to the bone. > GET BONE Swim up until your hand no longer shows. Swim left and try to get back west in one piece. The way back is too difficult to describe. Swim west, west, west, west, west, west, west, west. Swim north, north, north, west, to the top. > SWIM UP Swim west, west. Walk north, northwest up the ramp, west, west, west. Walk south, south, to the mountain. > CLIMB MOUNTAIN Climb up, up. Walk to the left, just out of sight. > LOOK > GET STONE WITH BONE Walk to the edge. > CLIMB DOWN Climb down, down. Walk south, north, east, east, east, south, south. Walk east, into the deep water. Swim east, to the ship door. > OPEN DOOR WITH METAL > ENTER SHIP Walk to the panel. > USE PANEL Walk north, east, to the rods. > LOOK ROD > GET ROD Walk west, south, east, north, to the right wall. > LOOK > USE PANEL > LOOK HATCH Walk to the top left side of the hatch. > CLIMB LADDER Walk to the green button. > OPEN COMPARTMENT Walk to the lever. > PULL LEVER Walk to the compartment. > PUT ROD IN COMPARTMENT Walk to the lever. > PULL LEVER Walk to the green button. > CLOSE COMPARTMENT Walk to the switch. > PULL SWITCH Walk to the ladder. > CLIMB LADDER Walk west, west, west. Walk to the corridor, out of sight. > LOOK Walk to the compartment. > OPEN COMPARTMENT > GET GUN Walk south, into the elevator. > NORMAL Walk east. > FIRE GUN Repeat while dodging bullets until two guards die. Walk east, south, east, to the lower suit. > GET SUIT Walk to the panel next to the helmet. > PUSH GREEN BUTTON > GET HELMET Wait until the suit and helmet are combined. Walk west, north, west, west, into elevator. Walk west, to the panel. > USE PANEL > NORMAL Walk north. > LOOK DEBRIS Walk to the magnet, evading the live wires. > GET MAGNET Walk to the rope coil, evading the live wires. > GET ROPE Walk south, evading the live wires. > LEAVE SHIP > DIVE Swim east, east, east, south, south, south, east, to the rock. > PULL CORAL Swim to the hole. > ENTER HOLE Swim down, east, east, down, down, east, east, east, down, down. Swim down, down, west, down, down, east, to the panel. > USE PANEL Swim east, to the panel. > USE PANEL Swim to the panel. > USE PANEL Walk to the panel. > PUSH GREEN BUTTON Walk south, south, east, to the panel. > USE PANEL Walk to the elevator under the ship. > PUSH BLUE BUTTON > PULL GREEN SWITCH > PUSH RED BUTTON Go west, west, west, to the west side, to the crashed ship. > WEAR SUIT > EXIT SHIP Swim to the hole. > LOOK HOLE > PUT MAGNET ON ROPE > GET BOX WITH ROPE Swim to the ship. > ENTER SHIP Go west, to the big door. > USE BOX Walk east, to the panel. > USE PANEL Walk east, east, south, east, east, north, east, east, to the unprotected exhibit. > GET OUTFIT > GET MASK Walk west, west, south, west, west, north, west, south. Walk to the panel. > USE PANEL Walk west, onto the platform. > PUSH BLUE BUTTON > PULL GREEN SWITCH > PUSH RED BUTTON Go east, east, east, east, east. Walk west, north, north, west, to the panel. > USE PANEL Swim to the western wall. > PUSH GREEN BUTTON Swim west, west, up, up, east, up, up, up, up. Swim west, west, west, up, up, west, west, up, up. Swim north, north, north, west, west, west, west, to the top. > SWIM UP Swim to the door. > OPEN DOOR WITH METAL > ENTER SHIP Walk to the panel. > USE PANEL Walk north, east, to the pod. > ENTER POD > USE GREEN CODE CARD > GET HAIR > WEAR OUTFIT Walk west, into the elevator. > PRESS FOUR Walk east, north, west, to the bartender. > TALK BARTENDER > ORDER TORMEENIAN SPECIAL Walk to the drink. > GET TORMEENIAN SPECIAL Walk east, to the talking alien. > LISTEN ALIEN Walk east, to the sleeping alien. > TALK TO TORMEENIAN > PURPLE STONE Walk west, south, west, into the elevator. > PRESS ONE Walk east, north, west, to the walking alien. > GIVE TORMEENIAN SPECIAL TO ALIEN Walk east, south, west, into the elevator. > PRESS TWELVE Walk to the screen. > PUSH GREEN BUTTON Walk west, to the timepod. Wait until the Tormeenians start talking. Walk east, to the panel. > FLIP SWITCH > PUSH GREEN BUTTON Walk west, to the pole. > USE ROPE ON POLE > NORMAL > PUSH RED BUTTON > PUSH GREEN BUTTON Walk east, into the elevator. > PRESS SEVEN Walk west, north, west, to the right Tormeenian. > GIVE SPANNER TO ALIEN Walk east, south, east, into the elevator. > PRESS THREE Walk east, north, to the sitting alien. > TALK TO VORAKIAN Walk south, west, into the elevator. > PRESS TWO Walk east. > REMOVE MASK > GET HAIR > WEAR OUTFIT Walk west, into the elevator. > PRESS FOUR Walk east, north, west, to the bartender. > ORDER FIERY FROST Walk to the drink. > GET FIERY FROST Walk east, south, west, into the elevator. > PRESS SIX Walk west, north, to the manned machine. > PUT HAIR ON SCANNING SURFACE Walk south, east, into the elevator. > PRESS TEN Walk east, north. Wait until you overhear a conversation. Walk south, west, into the elevator. > PRESS ELEVEN Walk east, north, west, to the Tormeenian. > HELP TORMEENIAN > PROMAK DEVIATION TEST > GIVE FLOWER TO TORMEENIAN Walk to the Vorakian. > HELP VORAKIAN > FRAZILATOR > PUT WRENCH IN HATCH > PUT FIERY FROST IN HATCH Walk east, to the guards. > CLEAN CELL Wait until you’re taken away.

Space Quest IV: Roger Wilco and the Time Rippers

Walk east. Get the rope. Walk west, west. Look in the car, open the glove compartment. Get the laptop. Walk north. Hide behind the pillar from the security. Look in the war machine. Get the unstable element. Replace the unstable element. Walk east, east, north, behind the pillar. Use the rope with the ground. Snare the bunny. Look at the bunny. Get the battery. Look at the laptop. Put the battery in the laptop. Walk south. Open the grate. Take the jar. Lift the blotter. Open the door. Walk west, west, south. Use the jar with the slime. Walk west. Use the ladder. Wait until all guards are gone. Leave the sewer. Walk east. Use the back landing gear. Walk west. Use the timepod. Note the code of SQ12. Try a few random codes. Push the canopy button. Walk west, to the far west end to trigger the shadow. Walk east, south. Walk around until you’re picked up by a big bird. Wait until the Sequel Policeman is killed. Search the man. Open the piece of paper. Walk through the hole in the nest. Use the submarine. Wait until the restraints are opened. Push the button. Get a canister. Use the canister with the sea slug’s mouth. Get the ATM card. Walk west, northeast, northeast, north. Talk to the robot. Give buckazoids to the robot. Walk south, east, north. Talk to the manager twice. Accept the job. Earn at least 26 buckazoids. Walk east, southeast, southeast. Take the cigar. Walk east. Walk northwest, southeast, until you can enter the computer shop. Walk northeast. Use the discount box. Find the SQIV hint book. Look at the SQIV hint book. Keep the SQIV hint book. Leave the discount box. Give the buckazoids tot the shopkeeper for the book. Use the hintbook. Use the Reveal-O-Matic to reveal the last hint for the time pod. Note the code. Walk south. Use the ATM card with the teller machine. Walk southeast, west, northwest. Talk to the droid. Give the buckazoids to the droid. Walk south, southwest, east, to the machine. Use the ATM card with the teller machine. Select “Withdraw funds”. Select “Clean it out”. Select “Done”. Select “Done”. Walk southeast, west, northwest, into the changing booth. Walk southwest, northeast, northwest, to the far right corner in the back. Walk south, southwest, southeast. Float east, up, west. Float around until the Sequel Police appear. Float down. Walk west, northeast, northwest. Use the Timepod. Note the code for the Galaxy Galleria. Enter the sequence from the hintbook. End the code with the sequence of the paper. Use the canopy button. Walk south, into the bar. Try to take the matches. Use the bikes. Walk east, towards the bar. Jump away jump just before the bike hits you. Walk into the bar. Take the matches. Walk west, north. Jump away jump before the bike hits you. Use the Timepod. Enter the code for SQ12. Push the canopy button. Walk east, east. Use the slime with the lock. Open the door. Use the matches with the cigar. Use the panel. Enter rotation angles as 3-digit numbers to rotate the lasers. Rotate all three lasers to vertical position. Note: rotations may be sensitive to vertical orientation. If the game does not give you points, try rotating the lasers 180 degrees. Walk north. Look at one of the terminals. Note the plug. Walk south, south, west, west. Use the Timepod. Enter the code for the Galaxy Galleria. Push the canopy button. Walk south, northeast, east, east, northeast. Look at the screen. View the Catalog – Electronic Gadgets. Buy the PocketPal Connector. Select the plug that matches the one in Vohaul’s fortress. Leave. Use the PocketPal Connector with the Pocketpal. Walk west, west, west, northwest. Use the Timepod. Enter the code for SQ12. Push the canopy button. Walk east, east. Open the door. Use the Pocketpal with the terminal. Note the position of the droids. Walk west, west, west. Use the hintbook. Use the magic marker to reveal the last hint for the computer. Use the keypad. Enter code 69-65-84-76-69 Walk north. Drop robots in the toilet. Drop the brain in the toilet. Use the minus at the top left corner of the window. Walk east, east, east, north, west, south, west. Walk into the elevator. Walk north, east, north. Walk to Vohaul until you throw him in the beam. Use the ladder. Use the disk with the terminal. Choose Disk Upload. Choose Beam Upload. Choose Beam Download.

Space Quest III: Two Guys from Andromeda

Walk south, east. Stand on the coveyor. > STAND > JUMP Walk west, west, west, over the machine. > CLIMB DOWN Ride around the corner, east. Ride to the right side of the screen. > PUSH CLAW Ride east, east, east, around the corner. Ride to the right side, just before the corner. > PUSH CLAW Ride west, west, west, west, to the exit point. > CLIMB OUT Walk south, to the left of the screen. > LOOK WALL > LOOK HOLE > TAKE REACTOR Walk to the ladder. > CLIMB UP Walk north, east, east, to the end of the corridor. Walk west, west, south, to the ladder. > CLIMB DOWN Walk to the hole. > TAKE REACTOR Walk to the ladder. > CLIMB UP > TAKE LADDER Walk north, east, east, to the long wires. > TAKE WIRES Walk east, to the broken eye. > CLIMB Walk to the front of the large ship in the middle. > PUT LADDER ON SHIP > CLIMB LADDER Walk to the hatch. > OPEN HATCH > LOOK SCREEN > LOOK HOLE > PUT REACTOR IN HOLE > USE WIRES > SIT > SEARCH SEAT > LOOK SCREEN > 1 > 7 > 3 > 8 > F Fire a shot. > LOOK SCREEN > 2 > 1 > 1 > 2 > 5 Wait until you arrive at Phleebut. > 3 > STAND > PUSH BUTTON Walk west. > LOOK OVERHANG > LOOK PODS Walk north, north, west, into the store. > SHOW GEM Accept the third offer. > BUY HAT > BUY ORAT > BUY UNDERWEAR > LEAVE Walk east, south, south. Walk west, east until Arnoid follows you. Trick Arnoid into walking underneath the pods. Walk to the left of the debris. > USE ORAT Walk east, into the ship. > SIT > LOOK SCREEN > 1 > 3 > LOOK SCREEN > 2 > 1 > 1 > 2 > 5 Wait until you arrive at Monolith Burger. Walk west, to the empty line. > LOOK MENU > 7 > Q Answer on each question. > PAY Walk to the empty table. > EAT Walk to the machine. > LOOK MACHINE > INSERT BUCK Win the Astro Chicken game 10 times in a row. Wait until the secret message appears. > USE RING Leave the game. Walk east, into the docking arm. > ENTER SHIP > LOOK SCREEN > 1 > 2 > 1 > 1 > 2 > 5 Wait until you arrive at Ortega. > 3 > STAND > WEAR UNDERWEAR > PUSH BUTTON Walk south, west, south. Wait until the men leave. Walk to the telescope. > LOOK IN TELESCOPE Wait until you leave the telescope. Walk to the pole. > TAKE POLE Walk to the box. > LOOK IN BOX > TAKE THERMAL Walk east, east, north, around the black rock. Walk west, east, to the ladder. > CLIMB LADDER Walk to the edge. > DROP DETONATOR IN HOLE Walk to the ladder. > CLIMB DOWN Walk west, south, south, south, west, west, north. Walk to the edge. > USE POLE Walk east, north, into the ship. > SIT > LOOK SCREEN > 1 > 3 > LOOK SCREEN > 2 > 1 > 1 > 1 > 1 > 2 > 5 Wait until you arrive at Pestulon. > 3 > STAND > PUSH BUTTON Walk south. > WEAR BELT > USE BELT > ENTER SCUMSOFT Walk inside, to the button. > PUSH BUTTON Walk north until you reach a door to your left. Enter the room. > LOOK > SEARCH CLOSET > WEAR OVERALLS Walk out, south until you reach a door. Enter the room. Everytime you’re near a waste basket, walk up to it: > USE VAPORIZER Walk west, to the picture. > TAKE PICTURE Walk to the copy machine. > COPY PICTURE Walk back to the empty wall. > REPLACE ORIGINAL Walk east, west one block farther north. Walk east the far north route, north. Walk south, north until the office is empty. Walk to the desk. > LOOK DESK > TAKE KEYCARD Walk south, return through the maze south. Walk north until you reach another door at your right. > USE KEYCARD > USE COPY Walk inside. > PUSH BUTTON Walk to the men. > USE VAPORIZER Wait until you’re taken to the arena. Beat Elmo. Wait until fighters follow you. > LOOK SCREEN > 8 > B Destroy fighters until they leave.

Space Quest II: Vohaul’s Revenge

> LOOK WATCH > PRESS C Walk to the circle on the ceiling. Walk to your suit. > WEAR SUIT Walk to the lockers. > OPEN LOCKER > LOOK IN LOCKER > TAKE CUBE > TAKE SUPPORTER Walk west, onto the platform, in the transporter, into the ship. > SEARCH MAN > TAKE KEYCARD Walk to the ship. > SEARCH SHIP > PUSH BUTTON Walk north, behind the bushes. Wait until a ship flies past. Walk southeast, to the little man. > FREE MAN Walk west, west, to a spore patch. > TAKE SPORE Walk north, to the bush. > TAKE BERRIES Walk south, east, northwest, to the mailbox. > PUT FORM IN SLOT > TAKE OBJECT Walk east, northeast. > RUB BERRIES ON BODY Wade east, to the deep part of the pond. > TAKE A DEEP BREATH Dive the the underwater cave. Walk to the glowing rock. > TAKE GEM Walk into the water. > TAKE A DEEP BREATH Swim east, up. Wade east, east. Walk to the tree. > CLIMB TREE Walk east, east. > TALK MAN > TALK MAN Wait until the hunter is next to the cage. > THROW SPORE Walk to the hunter. > SEARCH MAN > TAKE KEY > UNLOCK DOOR > OPEN DOOR Walk to the rope. > TAKE ROPE Walk north, west, west, to the log. > CLIMB LOG Climb to the middle. > TIE ROPE TO LOG > CLIMB ROPE Climb to the end of the rope. > SWING Wait until the beast grabs at you. Release when the rope is at the far left to reach the cave. Walk west, into the dark. > HOLD GEM Walk west. Walk to the gem. > TAKE GEM Walk south. > SAY THE WORD Walk into the hole. > HOLD GEM IN MOUTH Climb down, right, first down, first right, down, right. Climb first down, last left, second down, first right. Swim right, into the right river. Swim east, to shore. > BLOW WHISTLE > THROW CUBE AT BEAST Walk to the opening. > TAKE ROCK Walk through the opening. > THROW ROCK AT GUARD WITH SUPPORTER Walk to the elevator. > LOOK ELEVATOR > PUT KEYCARD IN SLOT Walk to the rear of the shuttle. > OPEN SHUTTLE > LOOK PANEL > PUSH POWER > LOOK ATTITUDE > SET ATTITUDE TO VAC > PUSH ASCENT > PULL THROTTLE Wait until you reach space. > SET ATTITUDE TO HAC > PUSH THROTTLE Wait until Vohaul brings you into the asteroid. Walk east, into the elevator. > PUSH THREE Walk east, east, east, to the button. > PUSH BUTTON Walk into the closet. > LOOK AROUND > TAKE PLUNGER Walk west, west, west, into the elevator. > PUSH FOUR Walk east, east, to one of the buttons. > PUSH BUTTON Enter the room, walk to the empty stall. > OPEN DOOR > TAKE TOILET PAPER Walk south, east, to the button. > PUSH BUTTON Enter the room. > LOOK AROUND > TAKE GLASS CUTTER Walk west, west, west, into the elevator. > PUSH FIVE Walk east, east, to the button. > PUSH BUTTON Enter the room. > LOOK AROUND > TAKE OVERALLS > LOOK AROUND > TAKE LIGHTER > TAKE BASKET Walk west, west, into the elevator. > PUSH ONE Walk west, south. Walk right, left. Wait until the ground is nearly open. > PUT PLUNGER ON WALL Wait until the ground closes again. > STAND Stand under a sprinkler. > PUT PAPER IN BASKET > DROP BASKET > LIGHT PAPER Walk east, east, to Vohaul. > USE CUTTER Walk to the vent. > ENTER VENT Walk to the red button behind the respirator. > READ SIGN > PUSH BUTTON Walk to the vent. > LEAVE Walk west, to the switch. > LOWER SWITCH > TYPE ENLARGE Walk east, into the beam. Walk to Vohaul. > SEARCH MAN Walk to the screen. > LOOK SCREEN > SHSR Exit the screen. Walk east, to the box. > OPEN BOX > WEAR MASK Walk east, south, west, west, west. Wait until the robot starts following you. Walk east, east, east, east, east, east. Walk east, east, east, to the second door. > PUSH BUTTON > ENTER POD > PUSH LAUNCH > LOOK AROUND Walk at the chamber. > OPEN CHAMBER > ENTER CHAMBER

Space Quest I VGA: The Sarien Encounter

Walk west, west, east, to the center of the room. Help the man. Sit at the cartridge retrival unit. Use the copy protection to enter the code corresponding to the term the man gave you. [+] Take the cartridge. Walk west, west. Search the man. Walk east, into the elevator, north. Take the widget. Walk south, east, east, into the elvator. Walk east, hide behind the joystick. Wait until the guards leave. Walk east. Use the panel to open the bay doors. Use the keycard with the elevator. Use the handprint scanner on the drawer. Open the closet. Take the suit. Open the airlock. Enter the pod. Use the seatbelt. Push the right button on the button panel. Push the throttle. Push the left button on the button panel. Use the seatbelt. Take the survival kit. Open the kit. Use the dehydrated water with yourself. Take the piece of glass. Walk east, east, east, south. Walk west, east, until the spider droid appears. Walk into the cave. Hide behind the big rock. Wait for the spider droid to kill Orat. Take the Orat part. Walk south, south, west. Take the plant. Walk east, up the bones, west, west. Walk north, east, east, to the end of the bone. Take the stalagmite tip. Walk east, to the grate. Use the plant with the tentacles. Walk south. Use the rock with the geyser. Walk west. Use the glass with the lasers. Walk upstairs east. Evade the acid drips. Turn the gadget on. Walk east, east. Give the Orat part to the hologram. Walk through the door. Use the cartridge with the screen. Make a note of the self-destruction code. Take the cartridge. Use the skimmer. Reach Ulence Flats. Reject the first offer of the buyer. Wait until the buyer returns. Accept the offer that includes the jetpack. Walk into the bar. Give the bar coupon to the barkeeper. Talk to the bartender. Buy another beer. Talk to the bartender. Buy another beer. Make a note of the sector the Sariens are in. Walk away from the bar. Use the widget with the gamble machine. Gamble until the machine breaks down. Leave the bar, walk west, north. Walk to the ship in the back. Give buckazoids to the merchant. Walk east, east, into the store. Give the coupon to the merchant. Buy the pilot droid NAV-201. Walk west. Use the ladder. Give the code for the sector to the droid. [+] Tell the droid not to leave. Use the handle to open the door. Wait east of the door until the droid has entered the airlock. Walk through the door. Use the knife with the trunk. Use the trunk. Open the machine. Use the machine. Take the identification. Leave the room, enter the left elevator. Walk west, enter the elevator. Walk east, east, east. Give the ID to the droid. Wait until the droid disappears. Use the counter. Take the grenade. Use the counter. Wait until you receive your gun. Walk west. Use the grenade on the guard. Walk west, west, into the elevator. Use the laser pistol on the first guard you see. Walk east, east. Search the guard. Use the remote with the forcefield. Walk to the Generator. Enter the self-destruction code. Walk west, into the elevator. Kill the guard. Enter the right elevator. Enter the escape pod.

Space Quest I: The Sarien Encounter

In many areas, death can occur randomly. Save often. Walk west, west, east. Wait for scientist to walk in. Walk to the scientist. > HELP MAN Wait for scientist to die. Walk to computer. > LOOK SCREEN > ASTRAL BODY Wait for retrieval unit to fetch cartridge. > TAKE CARTRIDGE Walk west, west. > SEARCH MAN > TAKE KEYCARD Walk east, into the elevator, east, into the elevator. Walk east, to the console. > LOOK CONSOLE > PUSH OPEN Walk east, to the keycard slot. > USE KEYCARD Walk into the elevator, to the console. > LOOK CONSOLE > PUSH AIRLOCK Walk to the buttons between the closed doors in the back wall. > PUSH LEFT > PUSH RIGHT Walk to the suit. > TAKE SUIT Walk to the left door. > TAKE GADGET > TURN ON GADGET Walk west, to the console. > LOOK CONSOLE > PUSH PLATFORM Walk to the left side of the escape pod. > ENTER POD > CLOSE DOOR > FASTEN SEATBELT > LOOK CONSOLE > PUSH POWER > LOOK SCREEN > PULL THROTTLE > PUSH AUTONAV Wait until the pod lands. > LOOK POD > TAKE KIT > OPEN KIT > UNFASTEN SEATBELT > LEAVE Walk to the front of the pod. > LOOK POD > TAKE GLASS Walk east, east, to one of the plants. > TAKE PLANT Walk east, west, until the spider droid appears. Walk east, up the ramp, west, behind the boulder. Wait for the spider droid to pass under the bridge. > PUSH BOULDER Walk east, south, north, into the cave. > DRINK > THROW WATER Walk to the Orat part. > LOOK GROUND > TAKE ORAT PART Walk north, south, up the ramp, west, west. Walk north, east, east, between the two rocks, to the small rock. > TAKE ROCK Walk west, to the grate. Walk to the back of the rock wall and slip across the grate. Walk to the geyser. > PUT ROCK ON GEYSER Walk north, west, to the laser beams. > USE GLASS Walk up. Avoid the acid drops. Walk east, east. > DROP ORAT PART Walk north, to the console. > INSERT CARTRIDGE Note the destruct code. > TAKE CARTRIDGE Walk to the Skimmer. > ENTER SKIMMER > LOOK SKIMMER > TURN KEY Reach Ulence Flats. > LEAVE SKIMMER > TAKE KEY Wait for the merchant to aproach you. > NO Enter and leave the bar, walk to the skimmer. Wait for the merchant to aproach you. > YES Walk into the bar, to the bar. Wait for the barkeeper to aproach you. > GIVE COUPON > DRINK BEER > BUY BEER > DRINK BEER > BUY BEER > DRINK BEER Wait for the gamble machine to become free. Walk to the slot machine. Gamble until you have 250 buckazoids. Leave the bar, walk west. Walk north, to the ship. Wait for the merchant to join you. > BUY SHIP Walk east, east, into the shop. Walk to the right-most droid on the second floor. > GIVE COUPON > BUY DROID Walk south, west, west. Walk to the ship. > ENTER SHIP > PUSH LOAD > HH > WEAR JETPACK > LEAVE SHIP Fly to the door. > TURN HANDLE Fly inside. Wait besides the door. Wait until the droid enters. Enter the ship. Walk to the box. > OPEN TRUNK > PUT JETPACK IN TRUNK > CLOSE TRUNK > PUSH TRUNK > CLIMB ON TRUNK > OPEN VENT > CLIMB IN VENT Climb up, to the vent. > KICK VENT > OPEN VENT Climb down, east. > GET OFF > OPEN TRUNK > CLIMB IN TRUNK Wait until you’re taken away. > OPEN TRUNK > CLOSE TRUNK > CLIMB ON TRUNK > CLIMB IN VENT Climb east. > GET OFF Walk to the washing machine. > OPEN MACHINE > CLIMB IN MACHINE > OPEN MACHINE Walk east, to a guard. > TALK TO GUARD Repeat until the guard asks whether you own King’s Quest II. > YES > KISS GUARD Walk in the left elevator, west, into the elevator. Walk east, east, east, to the counter. > LOOK CLOTHES > GIVE ID Walk to the grenades. > TAKE GRENADE Wait until the robot returns. Walk west, right over the guard. > DROP GRENADE Walk east, to the counter. > GIVE ID Walk to the grenades. > TAKE GRENADE Wait until the droid returns. Walk west, west, west, into the elevator. Shoot the first Sarien guard you see. Walk east, east, to the guard. > SEARCH MAN > PUSH BUTTON Walk to the generator. > LOOK PANEL Enter the code 6858. Walk west, into the elevator, into the right elevator. Walk to the pod. > ENTER POD > LOOK POD > PUSH LAUNCH

Space Quest 0: Replicated

Walk back into the closet. > TAKE CROWBAR Walk to the crewman. > SEARCH BODY > TAKE KEYCARD Walk to the panel in the southwest corner of the screen. > LOOK PANEL > PUSH BUTTON Walk to the card slot next to the elevator door. > INSERT KEYCARD Walk into the elevator. > PUSH THREE Walk east, north, to the body in white uniform. > SEARCH BODY > TAKE CHIP Walk to the west operations station. > USE PANEL Leave the station. Walk to the middle monitor in the back of the bridge. > USE PANEL Note the colour coding. Walk north, east, to the panel. > INSERT CHIP Walk west, west, west, to the east escape pod hatch. > OPEN DOOR > ENTER POD > SEARCH SEAT > PUSH POWER > TAKE DISK > PULL THROTTLE > PUSH ORANGE BUTTON > TAKE KIT > OPEN KIT Wait until you crash on the planet. > WEAR MASK Swim east, east, east, to the plants. > TAKE PLANT Swim up. Walk east, to the log on the rock. > LOOK IN LOG Repeat until you get the buckazoid. Walk to the fruit. > TAKE FRUIT Walk to the stick on the tree. > TAKE STICK Walk east, to the board. > TAKE BOARD Walk inside, to the man. > GIVE STICK TO MAN > TALK TO MAN Repeat for additional hints. Walk west, west, east, inside, to the chest. > OPEN CHEST > LOOK IN CHEST > TAKE ORIUM Walk to the papers on the table. > READ PAPERS > TAKE GLUE Walk to the pot. > EAT SOUP Walk west, west, west, north, to the totem. > PUT GLUE ON FRUIT > PUT FRUIT IN TOTEM Walk inside, to the pool. > DRINK WATER Walk to the narrow chasm edge. > USE BOARD Walk across the chasm. > TAKE BOARD Avoid the spikes while walking northeast. Walk downstairs west. Walk west, to the card. > TAKE PASSCARD Walk to the shelves. > LOOK SHELF > TAKE BEAKER Walk to the flashing button. > LOOK PANEL > PUSH BUTTON Walk east, to the west door. > INSERT PASSCARD Walk inside, to the body. > SEARCH BODY > TAKE HANGER > TAKE TOWEL Walk to the sofa. > SEARCH SOFA Walk to the media cartridges in the back wall. > LOOK WALL Walk to the green cartridge. > TAKE GREEN CARTRIDGE Walk to the blue cartridge. > TAKE BLUE CARTRIDGE Walk onto the treadmill. > PUSH BUTTON Keep walking on the treadmill until Roger is sweating. Walk away from the treadmill. > TAKE SWEAT Walk into the decontamination room. > PUSH BUTTON Walk west, west, to the panel. > PUSH ANALYZE Walk to the creature. > LOOK CREATURE > TAKE SLIME DEVIL Walk to the slot next to the airlock. > INSERT PASSCARD Walk north, to the open panel. > LOOK MACHINE > TAKE ACTUATOR Wait until the guard leaves. Walk into the shadow of the central pole. Wait until the guard arrives. Wait until the guard leaves. Walk into the shadow between the dumpster and the stairs. Wait until the guard arrives. > USE CROWBAR > TAKE RIFLE > TAKE ARMOR > WEAR ARMOR Walk to the open panel. > REPLACE ACTUATOR Walk upstairs, west, to the officer. > TALK TO MAN Walk east, into the elevator. > PUSH TWO Walk behind the bushes near the talking aliens. > LISTEN Walk east, to the bar. > TALK TO BARTENDER > BUY BRANDY Wait until the bottle is delivered. Walk to the bottle. > TAKE BOTTLE > BUY ALE Wait until the ale is delivered. > TAKE ALE > LISTEN Repeat for additional hints. Walk to a female patron. > GIVE PLANT Walk west, to the box. > LOOK BOX > TAKE PARTS Walk into the elevator. > PUSH ONE Walk west, to the officer. > GIVE ALE > SEARCH MAN > TAKE KEY Walk to the slot next to the door. > INSERT PASSCARD Walk to the skimmer. > SEARCH SHIP Walk east, into the elevator. > TAKE OFF ARMOR > PUSH TWO Walk west. > SELL ORIUM > SELL RIFLE > SELL ARMOR > LEAVE Walk to the salesman. > BUY DROID Walk to the droid. > TURN ON DROID Walk into the elevator. > PUSH ONE Walk to the flashing button on the device on the shuttle. > LOOK SHUTTLE > PUT DEVIL ON BOOT Walk to the hose. > REMOVE HOSE Walk to the front of the right shuttle wing. > ENTER SHUTTLE Walk to a compartment. > OPEN COMPARTMENT > PUT PARTS IN COMPARTMENT Walk to the controls. > USE PANEL Initialize the engines. Go to the navigational system. Take off. Use the radar. Scan for the Monolith Burger. Set course to Monolith Burger. Go to light speed. Land. Exit the flight system. Walk west, west, to the employee. > BUY MEAL > EAT MEAL > WEAR RING Walk east, east, to the controls. > USE PANEL Initialize the engines. Go to the navigational system. Take off. Use the radar. Scan for Ortega. Set course to Ortega. Go to light speed. Land. Exit the flight system. Walk to the transporter. > USE TRANSPORTER Walk to the edge. > THROW RING Wait until you are transported back to the ship. Walk to the controls. > USE PANEL Initialize the engines. Go to the navigational system. Take off. Use the radar. Scan for Andromeda. Set course to Andromeda. Go to light speed. Land. Exit the flight system. Walk west, inside. > PUSH TWO Walk to the woman. > TALK WOMAN > KISS WOMAN Walk into the elevator. > PUSH ONE Walk into the shuttle, to the controls. > USE PANEL Initialize the engines. Go to the navigational system. Take off. Use the radar. Scan for Mitos 15. Set course to Mitos 15. Go to light speed. Land. Exit the flight system. Walk to the transporter. > USE TRANSPORTER > EAT MUSHROOM Walk east, west, to the rock nearest to the pond. > LOOK ROCK > TALK TO ROCK > FEED ROCK Walk into the deep water. > DIVE Swim east, to the cave. Walk to the rocks. > TAKE ROCK > CLIMB ROCKS Walk to the radio. > TAKE RADIO Walk east. > THROW ROCK Wait until one of the guards leaves. > USE RADIO Wait until the guard leaves. Walk inside, east, to the terminal. > LOOK TERMINAL > TAKE RED CARTRIDGE > INSERT BLUE CARTRIDGE Walk west, to the left of the computer. Wait until the Aelian guard leaves to the east. Walk northwest, to the computer. > LOOK PANEL > TAKE DISK > PUT VIRUS DISK IN DRIVE > EXIT Walk east, northwest, to the edge of the destroyed pathway. > USE HANGER ON ROPE > THROW HOOK > SWING Wait until Roger is hanging over the right end of the destroyed pathway. > JUMP Walk upstairs north, to the hatch. > LOOK SHAFT > CLIMB CABLES At all times, your hands should be on big cables. Climb to the top east switch. > FLIP SWITCH Climb to the reachable switch. > FLIP SWITCH Climb to the reachable switch. > FLIP SWITCH Climb to the reachable switch. > FLIP SWITCH Climb to the reachable switch. > FLIP SWITCH Climb up. Walk west, to the edge of the walkway. > PUT TOWEL IN BRANDY Wait until the wind starts blowing. > LIGHT COCKTAIL Walk west. Defeat Ael.

Boids: Flocking made simple

Birds of a feather flock together

In 1986, Craig Reynolds developed a model of flocking, in which agents group together through the interaction of a few simple rules (see also Reynolds, 1987). In this model, agents form groups even though they do not have a group identity, or even a concept of what a group is. The behaviour of a group as a whole is determined entirely by the interaction of individual agent choices based on the local situation. The script on this page (open script in separate tab) allows you to experiment with different interaction rules for boids. The controls for this script are described at the bottom of the page.
The JavaScript on this page makes use of HTML5.

Boids: Bird-like objects

Boids, or bird-like objects, are simple agents that react to their local environment based on a few simple rules. In its simplest form, boids’ flocking behaviour is the result of the three rules avoid, align, and approach. In addition to these basic flocking rules, the script on this page implements two more rules, which cause boids to flee from predators and return to the center of the screen.

Figure 1: Boids exhibit flocking behaviour through a combination of three rules. Boids avoid collision with others, align their direction with nearby flockmates, and approach to distant boids.

The avoid rule is meant to prevent boids from colliding with their flockmates. Every flockmate within the avoidance range forces the boid to move away from that flockmate. Figure 1 shows a situation with a boid that has one flockmate in its avoidance range, indicated by a red circle. In general, the avoid rule is the rule with the shortest range and the highest impact on the boid’s behaviour. In the script on this page, the avoidance force is also the only force that varies with the distance to the flockmate. The closer the boid is to a flockmate, the stronger the avoidance force felt by the boid. In addition, a boid that feels an avoidance force will ignore align or approach forces.

The align rule causes boids that are part of the same flock to have the same general direction. For every flockmate within the alignment range, a boid will feel a force to match its heading to that of the flockmate. If there are multiple flockmates in the alignment range, the boid tries to move towards the average direction of those flockmates. The situation in Figure 1 shows four flockmates in the alignment range (indicated by a blue circle) that are not in the avoidance range. The boid in the center wants to align itself with each of these flockmates.

The aproach rule makes boids move towards the center of the group of flockmates that they can see. Each boids feels a gravitational force towards the center of all flockmates in its approach range. This rule makes sure that boids will not drift out of the group. Among the flocking rules, the approach rule is typically the one with the highest range, which means that any boid outside the approach range is usually ignored entirely. However, a group may be much larger than the approach range, and the actions of a boid may have effects that

By changing the strength and range of the flocking rules, it is possible to vary flocking behaviour. For example, boids will group together even without any alignment forces. Such groups have much less coordinated behaviour than groups that do experience alignment forces, however.

Predators

Figure 2: Boids flee from predators that they detect in their fleeing range.

In addition to flocking, the script on this page implements two more behavioural rules for boids. The first of these is the flee rule, which causes boids to flee from predators. In the script, predators are larger boids that only experience one type of force: the predation force. Predators always move towards the nearest boid, unhindered by flocking behaviour. In addition, boids also consider the mouse cursor to be a predator.

The flee rule is similar to the avoid rule, except that the fleeing force is not dependent on the distance to the predator. As soon as a boid detects a predator in its fleeing range (depicted as a magenta coloured circle in the script), it will try to move in the opposite direction. The fleeing force is applied after the flocking forces, which also means that fleeing behaviour overrides flocking.

Although boids only flee from predators that appear in their fleeing range, boids can experience contagious fleeing. When a boid changes its heading due to fleeing, flockmates in its alignment range experience a force to head into the same direction. Because of this behaviour, it can seem as if boids flee from predators that they never saw.

Home range

Figure 3: Boids experience a force to return to the center of the screen.

Finally, boids can also experience an attractive force from their home range, which causes them to return to the center of the screen. In the script, the home range of the boids is indicated by a cyan area. Unlike other behavioural rules, which have a maximum range, the return rule has a minimum range. Boids only experience a force to return to the center of the screen when they leave the home range.

Returning to the center of the screen is applied before flocking and fleeing. This means that although boids prefer to stay within the home range, they may leave the home range because of the presence of flockmates or predators.

Controls

  • Zoom slider: Determines the magnification of the script area.
  • Boids sliders: Determines the number and movement speed of boids in the simulation.
  • Predators sliders: Determines the number and movement speed of predators in the simulation.
  • Lightbulb slider: This determines the number of lightbulbs in the arena. For performance reasons, the number of lightbulbs has been limited to four.
  • Behaviour sliders: For each behavioural rule avoid, align, approach, flee, and return, these sliders control the range of the rule as well as the strength of the rule.
  • Behaviour checkboxes: In this script, one boid is selected at random to visualize the range of behavioural rules. When the checkboxes of the behavioural rules avoid, align, approach, or flee are checked, the corresponding range is shown around this boid as a coloured ring. For the return rule, this checkbox determines whether the home range is indicated as a solid coloured circle.

Braitenberg vehicles

Simple rules can appear to be smart

Braitenberg vehicles are simple vehicles that show how the interaction between simple rules can lead to complex behaviour. Although these vehicles have no ability to make decisions or even to remember the past, a Braitenberg vehicle may show flexible behaviour and appear to be goal-directed. The script on this page (open script in separate tab) allows you to experiment with Braitenberg vehicles and see how these vehicles act and interact in a simple environment. The controls for this script are described at the bottom of the page.
The JavaScript on this page makes use of HTML5.

Braitenberg vehicles

Braitenberg vehicles are simple autonomous agents that move around based on sensor input. On this page, we consider vehicles that have two wheels, each controlled by its own motor. Sensors that measure the light intensity can affect the output of these motors, either positively or negatively. Depending on how where the sensors are located and how these sensors are connected to the motors, the behaviour displayed by the vehicle can differ greatly.

Fear Aggression Love Exploration
Figure 1: Four simple Braitenberg vehicles.

Figure 1 shows an example of four simple Braitenberg vehicles. These four vehicles are also preprogrammed in the script. Although these vehicles are quite similar and have the same light-sensitive sensors at the same locations, the way these sensors are attached to the motors causes strong differences in their behaviour.

The first vehicle, called Fear, connects the leftmost sensor to the left wheel motor and the rightmost sensor to the right wheel motor. In both cases, the forward speed of the motor is increased when the sensor detects more light. This means that when this vehicle detects light to the left, the left motor increases speed and the vehicle veers to the right. That is, Fear tries to move away from the light.

The second vehicle, Aggression, is similar to Fear, except that the sensors are wired to motor at the opposite end of the vehicle. That is, the leftmost sensor is connected to the right wheel motor while the rightmost sensor connects to the left wheel motor. Like Fear, the sensor connections of Aggression are positive. This means that if the vehicle detects light to the left, the right motor increases speed and the vehicle veers to the left. That is, Aggression moves towards the light. The closer the vehicle gets to the light, the stronger the increase in speed of the motors, until the vehicle speeds through the light.

Love is a vehicle that is similar to Fear, except that the sensors decrease the forward speed of the motor to which they are connected. This means that when the vehicle detects light to the left, the left motor decreases speed or even reverses, and the vehicle moves to the left. Like Aggression, Love moves towards the light. Unlike Aggression, however, the closer Love gets to the light, the slower it moves. As a result, Love moves towards the light until it reaches the perfect distance.

The final example is Exploration. Exploration has the same crossed wiring of Aggression, except that the sensors decrease the speed of the motors to which they are attached. This means that if the vehicle detects light to the left, the right motor decreases speed or even reverses, and the vehicle veers to the right. Like Fear, Exploration avoids the light. However, Exploration slows down in light areas, almost as if it is cautiously exploring the light.

In the script above, you can test out the different basic Braitenberg vehicles by loading them into the selected vehicle. By varying the number of lightbulbs and dragging and dropping them to different locations, you can experiment with the way they react to different environments.

More complex vehicles

In addition to the basic vehicles, the script above allows you to construct your own vehicle design. Each vehicle has a base speed for each motor, which means that vehicles can move forward, backward, or in circles when left in the dark. In addition to the lightbulbs in the environment, each Braitenberg vehicle is also equipped with a lightbulb of its own. This addition of light onto vehicles themselves can result in surprising new behaviour.

The lower part of the script shows a larger Braitenberg vehicle in a black box, which allows you to customize a vehicle. Each vehicle has up to eight sensors, which are depicted as coloured dots. By dragging and dropping these sensors, you can place them anywhere you want along the exterior of the vehicle. Sensors are colour coded to indicate that they are connected to the left wheel (white sensors), the right wheel (black sensors), or the lightbulb (yellow sensors). Note that a vehicle’s sensors are never affected by its own lightbulb.

Even though Braitenberg vehicles are purely mechanical, you may notice that it is easier to describe these vehicles as if they had intentions and goals. This shows that in some cases, it is easier to understand these vehicles through theory of mind, by pretending that they have unobservable mental content.

Controls

  • Arena: In the arena, vehicles and lightbulbs can be moved by dragging and dropping them in their desired location.
  • Lightbulb slider: This determines the number of lightbulbs in the arena. For performance reasons, the number of lightbulbs has been limited to four.
  • Vehicle slider: This determines the number of Braitenberg vehicles in the arena. For performance reasons, the number of vehicles has been limited to four.
  • Load a basic vehicle select box and button: These controls allow a user to load one of the four basic Braitenberg vehicles shown in Figure 1 into the vehicle selected from the arena. In addition, it also allows a user to load a custom Braitenberg vehicle. These controls can also be used to save a Braitenberg vehicle design for later use.
  • Default speed of left/right motor slider: This slider determines the speed of the left and right wheels for a vehicle in the dark.
  • Default illumination slider: This slider determines the brightness of a lightbulb of the vehicle when left in the dark.
  • Braitenberg vehicle bay: This control shows the selected Braitenberg vehicle, and allows the user to move around sensors through dragging and dropping.
  • Number of sensors on vehicle slider: This slider determines the number of sensors on the vehicle.
  • Selected sensor slider and select boxes: This determines what the selected sensor is connected to (left motor, right motor, or lightbulb), the input of the sensor (light or distance) and the strength of this connection.
  • Pause/Continue simulation button: Allows a user to pause and continue execution of the simulation.
  • Save simulation setup button: Downloads the current Braitenberg arena state as a text file. This can be loaded into the current arena state with the Load simulation setup button.
  • Load simulation setup button: Allows a user to change the code of the Braitenberg arena. This can be used to load a previously saved arena state.

Repeated simple spatial games

It’s all about who you know

Why do people cooperate with each other? Why do animals work together? How can cooperation survive when there are opportunities to cheat? An important observation in these questions is that it matters who you interact with. If you are likely to interact multiple times with the same people, it may be better to cooperate rather than to cheat (see also Axelrod and Hamilton, 1981). The script on this page (open script in separate tab) shows an implementation of a small number of repeated simple spatial games, both cooperative and competitive, and allows you to experiment with some of the spatial features. The controls for this script are explained at the bottom of this page.
The JavaScript on this page makes use of HTML5.

Repeated simple spatial games

The script on this page simulates agents that repeatedly play simple spatial games. These spatial games are called simple because they are:

  • two-player, since every interaction is between two individuals;
  • symmetric, since the outcome of each interaction depends only on the actions of the players, and not on who these players are; and
  • simultaneous, since both players select their action at the same time so that no player can react to the action selected by the other.

Individuals are organized on a grid, which may or may not include empty spots. Each individual has a colour that identifies what strategy it is playing. In the Prisoner’s Dilemma, for example, red individuals defect while blue individuals cooperate. At every time step, every individual plays the simple game with each neighbour within its interaction neighbourhood. Both the range and the shape of the interaction neighbourhood can be set within the script. The outcome of each game depends only on the strategies used by the two players, which can be seen in the payoff matrix in the bottom right of the script. In the Prisoner’s Dilemma, for example, when a cooperator plays against a neighbouring defector, the cooperator gets a score of -1, while the defector receives a score of 4.

All individuals play the game with each neighbour in their interaction neigbourhood. Once all games have been played, individuals look around to determine the neighbour in their vision neighbourhood that has the highest average score. If that score is higher than the individual’s own score, the individual switches its strategy to match the one of their neighbour. If there happens to be more than one neighbour with the highest average score, the individual will randomly pick one of those neighbours’ strategies. However, if one of the strategies that yields the highest observed score is the agent’s own strategy, the agent will always decide to keep its own strategy. This means that a cooperator will choose to stay a cooperator as long as the highest average score that he can see is obtained by another cooperator, even if the individual himself gets a very low score.

The script allows you to simulate a number of different games. The Prisoner’s dilemma, Hawks and doves, and Hawks, doves, and retaliators games are cooperative dilemmas. In these games, all individuals would benefit from the cooperation of other agents, but experience an individual incentive to defect on cooperation. In these cooperative dilemma’s, you can see how “clusters” of cooperation can grow to overcome defectors. What allows these clusters to survive is that in the center of such a cluster, cooperators only interact with other cooperators. That is, individuals inside a cluster cannot be cheated by faraway defectors.

In contrast, Rock-paper-scissors, Rock-paper-scissors-Spock-lizard, and Elemental RPS are purely competitive settings. In each of these setting, each action is the best response to another action so that there is no single optimal action to play. As long as all strategies continue to exist in the population, agents keep changing their strategy to keep up with other agents changing their strategy. In the simulation, this will show itself as waves moving through the population. This kind of behaviour is also the basis of the reason why theory of mind can be helpful in settings such as Rock-paper-scissors (see also theory of mind in Rock-paper-scissors).

Finally, the Coordination and the Stag hunt are purely cooperative settings. In both of these settings, agents want to cooperate, but either do not know how to cooperate (Coordination game), or are afraid that the other may not cooperate (Stag hunt game). In these games, the simulation tends to quickly settle into an equilibrium, where no agent wants to change its strategy. Whether or not there are multiple actions that survive in this stable solution depends on the number of empty spots, the vision neighbourhood, and the interaction neighbourhood.

Controls

  • Individuals on the grid: You can manually switch the strategy of an agent by clicking on it.
  • Strategy frequency graph: After every change in the situation in the grid, the graph updates to show the new frequencies of each strategy among agents.
  • Game selector: Selects the game that will be played by the agents on the grid. Changing the game will also reset the field.
  • Agent count slider: This determines the number of agents on the grid, between 1500 and 2500 individuals. Since the grid is 50 by 50 agents in size, 2500 agents fills up the grid entirely. When you change the number of agents, the strategies of remaining agents are not changed.
  • Interaction slider: This slider determines the size of the interaction neighbourhood of every agent .
  • Interaction neighbourhood shape toggle: By clicking on the interaction neighbourhood shape icon, you can switch between a cross-shaped (Von Neumann) and a square-shaped (Moore) interaction neighbourhood.
  • Vision slider: This slider determines the vision range of every agent.
  • Vision neighbourhood shape toggle: By clicking on the vision neighbourhood shape icon, you can switch between a cross-shaped (Von Neumann) and a square-shaped (Moore) vision neighbourhood.
  • Simulation speed slider: This shows how quickly changes occur in the grid, varying from one change per 2 seconds to up to 50 changes per second.
  • Play one round: Plays a single round of simulation.
  • Start/stop simulation: The simulation will automatically stop when after a round, no agents changed their strategy. Starting the simulation does not reset the board. This means you can pause the simulation to make some manual changes if you want, and continue from the situation you have created.
  • Reset field: Randomly re-assigns empty spots across the board, and strategies across agents.
  • Change payoff matrix: By clicking on the star (*) near the payoff matrix, you can change the payoff matrix as you see fit. Note: the new matrix is not checked for validity. Make sure you enter a valid payoff matrix.

Phantom jams

Heading for a world-wide traffic jam

Some traffic jams have clear causes, such as an accident, road works, or an upcoming on-ramp. However, some traffic jams seem to occur for reason at all. Such phantom jams can even occur on completely visible roads at low speeds (see also the paper by Yuki Sugiyama et al., 2008 and their video). The script on this page (open script in separate tab) simulates traffic flow on a six-lane circular road. Cars are exactly the same in the way they accelerate and decelerate, but differ in the speed at which they want to travel. The script allows you to experiment to determine what causes phantom jams and how they can be dissolved. The controls for this script are explained at the bottom of the page.
The JavaScript on this page makes use of HTML5.

Going around in circles

The script on this page simulates cars that drive along a circular road while keeping a safe distance from other cars. Each simulated car has a preferred top speed that it will try to achieve. However, since some cars have a higher preferred speed than others, the fast driving cars will occasionally get too close to a car ahead, and will have to hit the brakes. In the simulation, cars always brake with the same intensity. This means that cars will sometimes brake more intensely than necessary, and drop its speed below the speed of the car ahead. Together with the small variation in the preferred top speed of cars, these effects can cause a ripple in the traffic flow that cause a phantom jam.

In addition to variations in speed and braking too intensely, the simulation has a number of other features that can make phantom jams worse. Firstly, cars that have stopped moving will not pull up immediately when the car ahead of them starts moving. Instead, cars wait a little while until the distance is large enough. Additionally, when cars want to accelerate but cannot because of a car ahead of them, they may decide to change lanes. Although a car can help to clear up a phantom jam in a lane by changing to another lane, changing lanes can cause another jam in the lane they are entering.

The script above has a graph that allows you to keep track of phantom jams by plotting the percentage of jammed cars, which are cars that have come to a complete halt, and the average speed of cars. The average speed of cars is plotted as a percentage of the speed at which these cars prefer to drive. By running the script, you will find that phantom jams can occur for a lot of different settings of the sliders. But are there ways to prevent phantom jams, or to dissolve them after they have already happened? For example, does it help to lower the speed limit, or to force cars to stay in their lanes? And what can drivers do themselves to avoid and solve phantom jams? Are the solutions that avoid phantom jams the same as those that avoid these jams?

Controls

  • Summary graph: After every change in the situation on the road, the graph updates to show the new percentage of jammed cars, which are currently standing still, and the average speed of cars, as a percentage of their top speed.
  • Car count slider: This determines the number of cars on the road, with a range of 75 to 175 cars.
  • Average top speed slider: This slider determines the preferred driving speed or top speed of cars. The value represented by this slider is the average top speed across all cars. That is, individual cars differ in their actual top speed.
  • Variation top speed slider: This slider determines the range of individual variation in the top speed of cars. More variation means that faster cars more often have to brake due to slower cars ahead.
  • Acceleration slider: This slider determines how quickly cars accelerate to their top speed.
  • Preferred deceleration slider: This slider determines at what speed cars prefer to brake. A lower value of the preferred deceleration means that cars that encounter a slower car ahead will be faster to brake and bring their own speed down more gradually. A higher value means that cars tend to brake more abruptly.
  • Lane changing slider: This slider determines the likelihood that a car will change lanes. A car will only consider changing lanes when it is prevented from accelerating because of a car ahead.
  • Zoom slider: This slider controls the magnification of the road.
  • Simulation speed slider: This shows how quickly time passes on the road.
  • Reset field: Resets the cars by spreading them out approximately equally across the tarmac.
  • Road: By double-clicking the road, you can switch representations of the road. In the more schematic representation with white cars, you can additionally select a car to follow its behaviour more easily.

The sprites for this script have been adapted from the sprites of the 1999 computer game Grand Theft Auto 2 by Rockstar Games.

Rob Blanc III: The Temporal Terrorists

Pick up the bait. 3 Walk west. Pick up the tube. Use the toolbox. Use the poster. Look at the unstuck poster. Walk east. Use the locker. Use the drill on another door. Use the tube on the peephole. Use the canister on the tube. Walk west. Use the entrance. Walk west. Pick up the pushy thing. Walk south, south, west. Use the pushy thing on the lighter. Walk east. Use the lighter on the plant. Use the entrance. Walk west, east. Talk to the barkeep. 6 Pick up the jar of tips. Walk west. Use the jar of tips on the right machine. Use the right machine. Use the vent. Use the tubes. Use the vent. Walk east. Use the drunk. Walk west, south, east. Use the swipe card on the slot. Use the swipe card on the portrait. Use the carpet corner. Use the floorboards. Use the logical lockpick on the hidden safe. Use the remote link on Rob. 4 Walk south. Use the boatman. Pick up the boat hook. Walk west, west, to Tospott Manor. Pick up the shovel. Talk to the intercom. 1-1-2 Walk south, to the graveyard. Pick up the rake. Walk west, to the town. Look at the memorial. Look at the memorial. Look at the memorial. Look at the memorial. Look at the memorial. Look at the memorial. Use the door. Use the rake on the chair. Pick up the jar. Walk south, west. Use the window. Use the window. Use the window. Use the boat hook on the dress. Use the dress on Paul. Walk east, east, to the graveyard. Look at the second headstone. Use the shovel on the second grave. Use the open grave. Take the ribcage. Use go back. Walk west, to the Tospott Manor. Talk to the intercom. Use the ribcage on the camera. Pick up the ice bucket. Use the ice bucket on the bathroom door. Use the door. Use the knife on the rope. Pick up the leg. Look at the papers. Pick up the papers. Use the paperclip on the door. Use the right door. Pick up the orders. Use the order on the device. Walk south. Use the middle door. Pick up the knife. Walk south, east. Give the official orders to the another Diablo. Use the official orders on the door. Walk west. Use the west door. Talk to the shadow. 2

Rob Blanc II: Planet of the Pasteurized Pestilence

Talk to Paul. 3-3 Use the book on Paul. Use the wall. Talk to Paul. 5 Pick up the helmet. Walk south, east. Pick up the rope. Walk southwest, south, north. Talk to the drainpipe. Pick up the credit card. Walk west. Use the doors. Pick up the slumpfish oil. Pick up the oxygen tank. Walk south, west, north, east. Pick up the milk. Use the slumpfish oil on the milk. Give the milk to the baby. Use the door. Walk south, south, east. Use another door. Use the milk on the microscope. Walk west, west, west, north. Talk to the king. 5-4 Walk south, west. 1 Talk to the farmer. 2-3 Use the shed. Use the overalls on the helmet. Use the oxygen tank on the suit. Walk east, west. 3 Use the diving suit on Rob. Use the lake. Use the rope on the canister. Use the rope. Walk south, east, east, east, south. Pick up the sturdy rod. Talk to Paul. 5-2 Pick up the chalk. Use the chalk on the constellation. Pick up the crowbar. Use the crowbar on the portal. Use the portal. Talk to Paul. 4 Walk north. Pick up the newspaper. Look at the newspaper. Walk south. Use the key on door no 4. Use the drawer. Walk west. Use the skeleton key on door no 2. Pick up the energy drink. Use the energy drink on Paul. Pick up the weights. Walk north. Use the skeleton key on door no 1. Walk west. Use the cistern lid. Pick up the toothbrush.

Rob Blanc I: The Better Days of a Defender of the Universe

Walk west. Use the toolbox. Use the toolbox. Walk south, west, east, east. Use the door. Pick up the scalpel. Walk west. Talk to the droid. 3 Walk north, west. Use the keycard on the door. Pick up the coil. Use the scalpel on the hand. Walk west, south, east. Use the coil on the droid. Use the screwdriver on the dead droid. Use the droid. Walk west, west. Use the ladder. Use the spanner on the dilemma. Use the vacuum cleaner on the slime. Use the crystal on the connector. Use the ladder. Walk east. Use the hand on the panel. Talk to the hologram. 2-4

Ringworld: Revenge of the Patriach

Use the beam. Give the signet ring to Iacch-Captain. 1-1 Use the stunner on the assassin. Take the infodisk. Walk south. Use the last flycicle. Push the slave button. Exit the flycicle. Use the first flycicle. Use the infodisk on the slot. Push the master button. Use the controls. 2 Use the stunner on the guards. 2-2 Use the stunner on Miranda. Complete the copy protection color code. [+] 2 Use the infodisk on the slot. 1-2 Talk to Rock That Safeguards His People. Talk to Rock That Safeguards His People. Talk to Rock That Safeguards His People. Walk south, west. Use the elevator. Go to level two. Use the food replicator. 5 Use the elevator. Go to level one. Use the hatch. Take the rope. Walk east. Take the ladder. Walk south. Use the ladder on the wall between the doorways. Use the rope on the rock outcropping between the two holes. Use the left hole. Look at the animal skin. Note the pattern. Walk south. Take the necklace from the pole. Use the rope. Use the ladder. Match the four symbols to the design on the animal skin. Put the necklace in the center hole. Use the scanner on the space craft. Talk to Seeker. 1 Use the elevator. Go to level two. Use the northeastern door. Take the medkit. Walk south. Use the elevator. Go to level one. Use the hatch. Walk west, to the rope. Use the medkit on Seeker. Take the bone fragment. Use the hole. Walk to the rope, avoiding the pit. Use the bone fragment on the rope. Walk to the pit. Use the hole. Use the vial on Seeker. Use the hole. Walk to the west pillar. Use the stunner on a flesheater. Talk to the bat creature. Use the stone on the left pillar. Take the stasis box. Walk east. Use the rock right next to the left pillar. 1 Use the computer. Press the Next Page button. Select the stasis field. Press the Subject button. Press the Next Page button. Press the Next Page button. Press the Exit button. Press the Exit button. Use the elevator. Go to level one. Talk to Miranda. 1-2 Pilot the probe to the rocky area. Walk to the lander. Use the elevator. Go to level two. Use the northeastern door. Use the left human pressure suit. Use the airlock button. Walk to the water. Use the pressure suit hooks. Walk south. Use the elevator. Go to level three. Talk to Seeker. Use the elevator. Go to level one. Use the console directly west of the elevator. Talk to the man. Talk to the Explorer. Use the stunner on the Explorer. Take the jar. Use the cork. Look at the lubricant. Use the jar on the lubricant. Look at the tube in the wall. Take the glint. Use the book that looks like a novel. Use the chair. Use the right side of the chair twice. Use the left side of the chair four times. Use the right side of the chair three times. Look at the hole. Use the key on the lock. Take the translator box. Walk west. Use the computer. Select the dolphin. Press the Subject button. Press the Next Page button. Press the Next Page button. Press the Next Page button. Press the Next Page button. Press the Next Page button. Press the Exit button. Press the Exit button. Use the tech console. Take the mechanical hands. Use the elevator. Go to level two. Use the northeastern door. Use the left human pressure suit. Use the airlock button. Give the translator box to Skeenar. Give the jar to Skeenar. Give the mechanical hands to Skeenar. Take the stasis box. Talk to the slave. Walk west, to the castle. Take straw. Walk northwest, northeast, southeast. Take the tunic. Walk northwest, northeast. Use the tunic on the Kzin. Walk northeast. Use the rightmost arrow on the sculpted pillar. Take the short sword. Walk south. Use the short sword on the eastern sword engraving. Take the stasis box. Use the straw on the bed. Take a candle. Use the candle on the straw. Walk south, northwest. Use the communicator on Quinn. Use the stasis field negator on the ship. Use the access panel. Push the third button on the top row. Push the first button on the bottom row. Push the first button on the top row. Push the second button on the bottom row. Push the second button on the top row. Push the third button on the bottom row. Use the headpiece on the Tnuctipun. Use the ship. Use the magnetic key device on the maintenance panel. Use the stasis box on the sphere. Take the stasis box. Take the modules. Exit the ship. Take the helmet. Use the neural wave nullifier on the Tnuctipun. Use the Tnuctipun. Use the module on space before the lander explodes.

Rex Nebular and the Cosmic Gender Benders

Look at the viewscreen. Walk to the shield access panel. Take the shield modulator. Walk south, to the refrigerator. Take the burger. Take the binoculars. Walk south. Take the timer module. Take the rebreather. Walk north, up the ladder. Swim east, south. Take the dead fish. Swim east. Put the burger in the dead fish. Throw the stuffed fish at the tunnel. Swim to the tunnel, north. Walk east, north, west, west, west, to the native woman. 2-1-2-3 Take the twinkifruit. Walk south, east, east, to the doorway. If not playing in Expert mode, take the blowgun. Take the poison darts. Walk south, east. If playing in Expert mode: Take the pile of leaves. Put the big leaves on the deep pit. Put the twinkifruit on the leaf-covered pit. Walk east. If playing in Expert mode: Take the plant stalk. Use the poison darts on the plant stalk. Use the blowgun to hose down the monkey. Take the binoculars. Walk north, north. Take a bone. Take the bone. Climb up the ladder. Use the binoculars to look at the field to the north while there is somebody there. Note the sequence. Walk north, inside the teleporter. Enter the sequence. Talk to the west cell wall. 1-1-2-1-3-3-3 Wait for the guards. Talk to the intern. 1-1-1-1-1-1-1-1-1-1-1-1 Wait until the intern leaves. Take the scalpel. Wait until the doctor arrives. 1-1-1 Use the scalpel to pry the air vent. Climb into the air vent. Crawl to the security station. Open the grate. Sit at the desk. Press the red button. Press the red button. Walk east, east. Take the security card. Walk west, west, west, west. Walk onto the platform. Walk east, north, north. Take the guard's arm. Put the guard's arm on the scanner. Take your stuff. Take the tape player. Walk north. Look at the guard. Take the credit chip. Walk south, south, south, south, east. Sit on the west bar stool. Take the repair list. Talk to the bartender. 2-3-2 Take the credit chip. Walk south, south. Put the security card in the card slot. Walk through the wide door. Look at the chest. Take the target module. Walk south, east, east, north. Take the tape player. Walk south, south. Put the security card in the card slot. Walk through the west door. Take the charge cases. Walk south, through the east door. Take the formaldehyde. Take the lecithin. Take the petrox. Put the audio tape in the tape player. Activate the tape player. Complete the formula in the kettle. Replace the alcohol by alien liquor. Put the charge cases in the explosives. Walk south, west, through the east door. Read the repair list. Note the sequences. Walk inside the teleporter. Enter the sequence for the first recently tuned teleporter. Press the smile key. Walk south, south, south, west, west, west, north. Talk to the native woman. 2-3-3 Take the chicken on the spit. Walk south, east, east, east. Walk north, north, north, inside the teleporter. Enter the sequence for the second recently tuned teleporter. Press the smile key. Walk south, south, south, west, onto the platform. Walk east, north, north, north, inside the teleporter. Enter the sequence for the second minor adjustment teleporter. Press the smile key. Walk west, into the car. Activate the car controls. Press the black button. Press the black button. Press the green button. Walk into the restaurant. Take the fishing rod. If playing in Expert mode, open the cash register. Take the padlock key. Walk south, into the car. Activate the car controls. Press the black button. Press the black button. Press the black button. Press the black button. Press the green button. If paying in Expert mode, throw the bones over the fence. Walk through the side entrance. If paying in Expert mode: Throw the bone at the danger zone. Push the down button. Take the polycement. Take the rearview mirror. Walk west, into the car. Activate the car controls. Press the black button. Press the black button. Press the green button. Use the padlock key to unlock the control box. Get in the car. Activate the car controls. Press the black button. Press the black button. Press the green button. If playing in Expert mode: Walk into the software store. Take the penlight. Walk south. Walk into the laboratory. Pull the lever. Put the rearview mirror in the laser beam. Walk east, into the car. Activate the car controls. Press the black button. Press the black button. Press the black button. Press the green button. Walk through the entrance, east. Take the compact case. Walk west. Put the compact case in the laser beam. Open the safe. Look at the safe. Take the door key. Walk west, into the car. Activate the car controls. Press the black button. Press the black button. Press the black button. Press the green button. Use the door key to unlock the video store door. Take the phone handset. Disassemble the phone handset. Disassemble the penlight. Put the durafail cells in the phone handset. Put the phone handset on the phone cradle. Walk south, through the video store door. Take the phone handset. Disassemble the phone handset. Walk south, northeast. Talk to the hermit. 2-2-2-2-2-2-2-2-2-2-2 Walk west, into the car. Activate the car controls. Press the white button. Press the white button. Press the white button. Press the white button. Press the green button. Put the fake ID in the card slot. Disassemble the fishing rod. Tie the fishing line to the hook. Walk east. Take the id card. Walk west, west, into the car. Activate the car controls. Press the white button. Press the white button. Press the white button. Press the green button. Put the id card in the card slot. Take the detonators. Walk south, into the car. Activate the car controls. Press the black button. Press the black button. Press the green button. Take the fishing line. Tie the fishing line to the boat. Get into the car. Activate the car controls. Press the black button. Press the black button. Press the black button. Press the green button. Put the detonators on the charge cases. Put the timer module in the bombs. Put the timebomb in the viewport. Get into the car. Activate the car controls. Press the white button. Press the white button. Press the green button. Put the ID card in the card slot. Wait for the timebomb to detonate. Put the bomb in the chicken. Pull the fishing line. Climb into the boat. Throw the chicken bomb at the sea monster. Steer towards the building to the north. Take the bottle. Steer towards the building to the north. Fill the bottle with water. 2 Climb through the window. Put the bottle on the pedestal. Walk inside teleporter. Enter the sequence for the first minor adjustment teleporter. Look at the control panel. Press timer button 2. Press start button 2. Press remote button 2. Exit the panel. Walk east, east. Wait for the timer to run out. Walk west. Wait for the remote to fall. Take the remote. Walk east. Enter the ship. Look at the service panel. Install the shield modulator. Install the target module. Exit the service panel. Put the polycement on the crack. Activate the remote. Pull the throttle.