Space Quest VI: Roger Wilco in the Spinal Frontier

Wait until the humanoid robot walks past Roger. Take the humanoid robot. Take the identification card from the bike. Walk around the streets, looking for the photo booth. Use the buckazoid on the photo booth. Walk around the streets, looking for a man in a trench coat. Talk to the man in the trench coat. Talk to the man in the trench coat. Wait until Roger receives the datacorder. Return to the screen where Roger started out. Walk north, into the Orion’s Belt bar. Kick the back door. Kick the back door. Kick the back door. Kick the back door. Walk upstairs, onto the elevator. Wait for the waitron to clean a table. Take the buckazoid from the waitron’s tray. Put the photos on the security ID. Show the security ID to the nitro suckers. Take the hookah hoses. Take the nitro tank. Attach the nitro tank to the conduit in the back. Use the mess of hookah hoses. Walk onto the elevator. Talk to the bartender. 1 Show the security ID to the bartender. 4 Open the third valve from the left. Use the pipe under the third valve from the left. Open the refrigeration unit. Take the ice cube tray. Close the refrigeration unit. Use the hookah hoses on the far left conduit. Use the hookah hoses on the bent pipe. Walk onto the elevator. Use the nitro tank. Walk onto the elevator. Kick the back door. Take the pipe. Use the pipe on the frozen endodroid. Use the whisk broom and dust pan on the ice cubes. Use the filled dust pan on the ice cube tray. Walk upstairs. Wait until the bartender finishes mixing the Special. Talk to the bartender. 4 Open the refrigeration unit. Use the ice cube tray on the refrigeration unit. Take the ice cube tray. Close the refrigeration unit. Walk west. Talk to the endodroid hunter. Walk to the arcade. Talk to the black creature. Accept the challenge. Lose the game of Stooge Fighter 3. Reject the challenge. Walk east. Walk into the arcade and east until Elmo appears. Talk to Elmo. Walk east, to the bar. Use ET. Use ET. Use ET. Use ET. Use ET. Give the buckazoids to Pa Conshohocken. Walk east. Give the Coldsorian bottle to Elmo. Wait until Roger receives the cheat sheet. Wait until Roger receives the fish. Look at the cheat sheet. Walk north, to the arcade. Note the code on the cheat sheet. Talk to Djurkwhad. Accept the challenge. Enter the cheat code. Win the game of Stooge Fighter 3. Walk south, west. Talk to the manager. Talk to the manager. Give the buckazoids to the manager. Use the elevator button. Use the keycard on the leftmost lock. Take the keyring. Take the nail. Use the nail on Roger. Use the Pelvis carpet. Use the Pelvis carpet. Take the Pelvis carpet. Use the Pelvis carpet on the floor. Use the Pelvis carpet. Touch Singent. Search Singent. Take the moddie from the dehumidifier. Take the datacorder from the desk. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Use the computer. Put the CD ROM in the drive. Push the eject button. Take the CD ROM. Exit the computer. Use the key ring on the key pad. Search the box nearest to Nigel. Use the churlish moddie. Use the churlish label on the burlesque moddie. Give the moddie to Nigel. Take the belt. Use the belt. Take the grooming assistant. Take the damping field actuator. Exit the belt. Use the damping field actuator. Walk outside. Use the datacorder. Push the open/close button. Note the Homing Beacon puzzle in the Popular Janitronics issue that is part of the manual. Use the manual to change the datacorder into a homing beacon.[+] Push the open/close button. Push the power button. Use the personal grooming assistant. Use the DNA sequencer. Talk to Jebba. Use the DNA sequencer. Use the hair on the DNA sequencer. Push the scan button. Push the imprint datacart button. Take the datacart. Use the datacart on the ComPost. Use the ComPost. Use intraship transport to go to the Transporter. Use the controls. Select Quarters. Walk east. Use the mop. Use the toilet. Open the medicine cabinet. Take the piston. Use the piston on the elevator door. Look at the eulogy. Use the HoloDeck controls. Turn the controls on. Enter program 5551212. Use the ComPost. Use intraship transport to go to Roger’s quarters. Use the ComPost. Use intraship transport to go to the bridge. Talk to Commander Kielbasa. Use the ComPost. Use intraship transport to go to 8-rear. Talk to Sidney. Talk to Sidney. Take Sidney’s right arm. Talk to Sidney. Use the ComPost. Use intraship transport to go to the shuttle bay entrance. Use Chesbro. Take the food. Use the Yoda’s ears on the Bobbit-Kabobs. Use the food combination on the Rack of Orat. Use the food combination on the pastries. Use the food combination on the tuberous growth. Use the food combination on the melon. Use the food combination on the spaghetti. Put the food double on the bench. Wait until the food cart returns to Roger’s cell. Enter the food cart. Use the ComPost. Use intraship transport to go to the sickbay. Open the cabinet. Use the ComPost. Use intraship transport to go to the shuttle bay entrance. Use the bottle of Morphin on the doughnut. Put the doughnut on the stack. Wait until Magnum Opus eats the doughnut. Use Chesbro. Wait until Roger receives the key. Use Sidney’s arm on the buttons. Use the key. Use the hatch of Chesbro’s shuttle. Take the recall notice from the back of the captain’s chair. Use the captain’s chair. Push the power button. Push the ICD button. Note the periodic table in the Popular Janitronics issue that is part of the manual. Correct the intermix corresponding to the confirmation code LaSAgNe.[+] Push the Initiation button. Use Sidney’s eye on the retinal scanner. Wait until the scan is approved. Push the manual override button under Roger’s hand. Open the glove box. Take the duct tape. Take Elmo’s Gluzall. Take the hand pump. Pull the trunk handle. Pull the hood handle. Exit the cockpit. Open the east door. Take the helmet. Take the suit. Use the suit on Roger. Use the helmet on Roger. Use the west door. Take the fish. Take the jumper cables. Take the sign. Use the sign on the shuttle. Look at the recall notice. Connect the red and blue cables as mentioned in the recall note. Use the hatch. Open the middle cabinet. Use the datacorder. Push the open/close button. Take the small Divalium crystal. Push the open/close button. Exit the datacorder. Use Elmo’s Gluzall on the small Divalium crystal. Use Elmo’s Gluzall on the Divalium crystal in the cabinet. Use the small Divalium crystal on the Divalium crystal. Close the cabinet. Use the captain’s chair. Push the Initiation button. Exit the cockpit. Open the west door. Use the controls. Select Lab A. Walk east. Talk to doctor Beleauxs. Use the box of hi-tek stuff. Take the Callahan moddie. Use the elevator call button. Use the controls. Select docking bay. Walk west. Use the captain’s chair. Push the PTS button. Push the PTS button over the screen. Take the photo. Use the photo. Use the first positive photo on the backlight screen. Push the PTS button over the screen. Take the photo. Use the photo. Use the second negative photo on the backlight screen. Push the Initiation button. Select Polysorbate LX. Talk to Manuel. 1 Walk west, downstairs. Give the Callahan moddie to Fester. Exit. Walk east. Use the transport signaler. Use the captain’s chair. Push the Initiation button. 1 Open the west door. Use the controls. Select Lab A. Walk east. Use the computer. Push the power button. Select Cyberfunctions. Use the cyberspace jack on the socket. Follow the highway to the office. Take the screwdriver. Take the plank. Use the office door. Take the number. Use the bell. Use the files. Use the screwdriver on the number changer. Use the bell. Walk to the middle aisle. Open the seventh cabinet from the right on the bottom row. Open the sixth cabinet from the right on the fourth row. Open the fifth cabinet from the right on the third row. Walk to the fifth cabinet from the right on the third row. Open the fourth cabinet from the right on the second row. Take the Rancid, Nigel file. Use the Rancid, Nigel file. Walk west, to the west aisle. Open the fourth cabinet from the left on the fourth row. Take the Beleaux, Dr. H. file. Use the Beleaux, Dr. H. file. Walk west, to the east aisle. Open the second cabinet from the left on the fourth row. Take the Santiago, Stellar file. Use the Santiago, Stellar file. Open the fifth cabinet from the left on the bottom row. Open the sixth cabinet from the left on the fourth row. Walk to the sixth cabinet from the left on the fourth row. Open the seventh cabinet from the left on the third row. Take the Sharpei file. Use the Sharpei file. Walk west, to the middle aisle. Open the first cabinet from the left with an O on the bottom row. Open the second cabinet from the left with an O on the fourth row. Open the first cabinet from the left with an P on the third row. Open the second cabinet from the left with an P on the second row. Open the second cabinet from the left with an P on the top row. Take the Project: Immortality file. Use the Project: Immortality file. Walk west, west. Use the Sharpei file on the printer. Use the Rancid, Nigel file on the printer. Use the Beleaux, Dr. H. file on the printer. Use the Santiago, Stellar file on the printer. Use the Project: Immortality file on the printer. Walk west, west, to the tunnel. Use the plank on the bridge. Walk north. Take the printouts. Give the printouts to Dr. Beleauxs. Wait until the plan is explained. Exit the cockpit. Open the east door. Take the helmet. Take the suit. Use the suit on Roger. Open the west door. Take the alveoli from the shuttle. Take the capillaries from the shuttle. Use the duct tape on the capillaries. Walk down the ulcer. Take the feather. Take the celery string. Take the staple. Take the candy. Use the candy on the acid pool. Use the staple on the celery string. Use the grappling hook on the stomach entrance. Use the string. Climb up the string. Use the capsule. Use the feather on the esophagus. Walk down, west, south, east, northwest. Use the capillaries on the pump. Use the pump on the bile. Walk east. Take the gallstones. Walk east. Use the alveoli on the narrow passage. Blow in the alveoli. Crawl east. Use the helmet on the pancreatic secretion. Walk west, west, west, north, north. Use the helmet on the capsule. Take the pills. Walk west, south, south. Use the pill on the tapeworm. Use the tapeworm. Walk east. Take the fingernail. Take the paperclip. Take the filling. Walk east. Use the tapeworm. Walk north, north, north. Climb through the ulcer. Use the filling on the tank near the blinking light. Open the hatch. Use the captain’s chair. Use the disc on the slot. Push the Initiation button. Exit the cockpit. Open the east door. Take the helmet. Take the suit. Use the suit on Roger. Open the west door. Use the fingernail on the meninges. Jump over the gap. Walk to the west edge of the gap. Walk to the west edge of the gap. Walk to the west edge of the gap. Walk to the north end of the brain. Use the gallstones on the left nanite. Use the gallstones on the right nanite. Use the gallstones on the left nanite. Use the elevator. Go down to the second sign on the right. Use the paperclip on the cough control center. Go all the way down. Use the debris. Use the paperclip on the sparkling nerves. Give the fish to Sharpei.

The Trials of Odysseus Kent

11 Use the shovel on the southern cross. Walk south, west. Use the cross on the card in the man’s mouth. Open the door. 1 Talk to the man in the corner. 11117 Take the comb. Walk south, south. Open the door to Lacklustre Video. Look at the porn video selection. Repeat until you find the ‘Bare Bitch Project’. Talk to the clerk. 3 Give the card to the clerk. 213 Look at the ‘Bare Bitch Project’ video. Open the front door. Walk east. Use the cross on the blue dress. Walk north, north, east, east. Use the thorn bush. Walk east. Use the comb on the clothes line. Use the comb and clothes line on the overhanging root. Take the tar. Walk west, west, west, south. Open the door to the wig store. Talk to the clerk. 1124 Use the tar on the bucket. Use the pile of wig cleaner. Open the door to the wig store. Talk to the clerk. 33 Walk south, east. Open the door. Use the thorn on the blow-up doll. Give the ‘Bare Bitch Project’ video to the shifty man. Use the key on the door with the note. Take the ‘Shawshank Penetration’ video. Use the black wig on the sink. Open the door. Open the door to the street. Take the blow-up doll. Use the blue dress on the blow-up doll. Use the mophead on the doll. Walk north, west. Open the door. Use the ‘Shawshank Penetration’ video on the television set. Give the flower to Lionel Cretin. Use the doll on Rudolph Cretin. 1111 Use the shovel on the correct spot. Take the ball. Take the grass. Take the dust cloth. Use the ball on the cross. Use the dust cloth on the cross and ball. Use the grass on the cross, ball and dust cloth. Use the ghostly image on the lamp. 11 Use the Golden Golf Club on the priest.

Space Quest V: The Next Mutation

Walk north. Use the classroom door. Look away. Wait for the anti-cheat bot to look away. Look at the orange student’s answers. Look at your screen. Select the answer the orange student entered. Repeat this process until the test is over. Walk south. Use the closet door. Take the Scrub-O-Matic. Take the cones. Walk south, east, onto the circle. Place the cones on the crest. Drop the Scrub-O-Matic on the crest. Use the machine. Use the machine. Clean the crest. Walk west, west, south. Look at the bulletin board. Use the captain’s chair. Order Flo to hail Starcon. Order Droole to lay in a course. Enter the coordinates of Gangularis.[+] Order Droole to switch to regular speed. Wait until you reach Gangularis. Order Droole to switch to regular speed. Order Droole to activate the RRS. Exit the captain’s chair. Walk north. Use the toolbox. Take the anti-acid tablets. Take the holepunch. Take the torch. Take the fuse. Exit the toolbox. Use the trash compartment controls. Walk north. Use the captain’s chair. Order Droole to lay in a course. Enter the coordinates of Peeyu.[+] Order Droole to switch to lite speed. Wait until you reach Peeyu. Order Droole to switch to regular speed. Order Droole to activate the RRS. Order Droole to lay in a course. Enter the coordinates of Kiz Urazgubi.[+] Order Droole to switch to lite speed. Wait until you’re attacked. Exit the captain’s chair. Walk north. Use the door to the left. Walk onto the blue platform. Order the blue platform. Walk west, east, onto the dead branch. Take the branch. Walk west, in the left cave, in the left cave. Walk across the chasm. Use the rock over the cave entrance. Use the branch on the rock. Walk down. Walk across the chasm. Walk into the cave, into the right cave. Walk east, into the log, out the other side of the log. Use the branch on the bananas. Wait until the cluster of bananas swings close. Take a banana. Walk into the log, out the other side of the log. Walk west, in the right cave. Walk west, east. Walk into the log. Use the banana on the W-D40. Walk to the left. Take the android head. Walk west, in the right cave. Use the door. Use the left door. Walk to the left of the transporter. Note that Spike jumps at you. Open the habitube. Put Spike in the habitube. Put the tablets in the habitube with Spike. Walk onto the blue platform. Order the platform. Use the device on yourself. Step on the elevator. Open the panel in the back. Use the upper latch. Use the lower latch. Turn the top left and bottom right turn handles into the correct positions. Open the top left panel. Open the bottom right panel. Turn the top right and bottom left turn handles into the correct positions. Open the top right panel. Open the bottom left panel. Take the cloaking device. Step on the elevator. Use the door. Walk north. Use the captain’s chair. Order Flo to give a status report. Order Droole to lay in a course. Enter the coordinates of the Space Bar.[+] Order Droole to switch to lite speed. Wait until you reach the Space Bar. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Walk north. Use the left door. Open the habitube. Walk onto the blue platform. Order the platform. Walk to Flo and Droole. Gain a flawless victory over Quirk in his challenge. Walk to Flo and Droole. Use the package of space monkeys in your drink. Walk east. Use the control panel. Find the cell where Cliffy is held. Use Spike on the cell bars. Wait until you’re back at the Eureka. Order Droole to lay in a course. Enter the coordinates of Klorox II.[+] Order Droole to switch to lite speed. Wait until you reach Klorox II. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Order Flo to hail the planet. Order Flo to hail Starcon. Order Flo to hail a ship. Push the orange button. Order W-D40 to scan the planet. Exit the captain’s chair. Walk north, west. Use Spike on the habitube. Walk onto the platform. Order the platform. Walk to the ravaged building. Walk to the computer. Move your head to either side. Whenever the attacker moves his head, move your head to the other side. Take the piece of paper. Look at the paper. Note the code. Use the computer. Enter the code in the computer. Read through the log entries. Exit the computer. Walk west, southwest. Look at the canister. Note the coordinates for Genetix. Walk back. Use the communicator on yourself. Walk north, north. Use the captain’s chair. Order Droole to lay in a course. Enter the coordinates of Thrakus.[+] Order Droole to switch to lite speed. Wait until you reach Thrakus. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Use the orange button. Order W-D40 to scan the planet. Order Flu to hail the planet. Exit the captain’s chair. Walk north. Push the red button. Walk onto the elevator. Take the air mask from the wall closet. Take an air canister from the wall closet. Use the panel in front of the elevator door. Open the elevator door. Enter the elevator. Walk west. Stand on the platform. Use the oxygen mask on yourself. Walk west, into the plant. Look in the pod. Take the coat. Use the button. Leave the pod. Walk west, to the large plant. Use the coat on Beatrice. Use the communicator on yourself. Wait for a vine to drop. Grab the vine. Push the red button. Open the cryo chamber. Pick up Beatrice. Place Beatrice in the chamber. Look at the chamber. Look at the controls. Set the timer for 10 seconds of cryofreezing. Start the machine. Walk north, north. Use the captain’s chair. Order Droole to raise the shields. Wait until the Goliath attacks. Order Droole to take evasive methods. 1 Exit the captain’s chair. Walk north. Push the red button. Walk onto the elevator. Use the panel. Rotate the pod. Use the EVA pod. Use the left hand to fly to a position where you can grab Cliffy. A target in range message will appear. Extend the claw using the right hand. Open the claw with the thumb of the right hand. Close the claw to grab Cliffy. Fly back to Eureka. Use the panel. Open the elevator door. Walk into the elevator, north. Use the captain’s chair. Order Droole to set course for Genetix. Enter the coordinates from the canister (41666). Order Droole to switch to lite speed. Wait until you reach Genetix. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Order Flu to hail the planet. Push the orange button. Order W-D40 to scan the planet. Exit the captain’s chair. Walk north, west, onto the platform. Order the platform. Fly west, to the slot in the rock. Walk into each beam to determine which beams operate the lock. Walk northwest. Fly to the computer. Walk across the Restart button. Walk across the Accounting button. Walk across the main menu button. Walk across the Projects button. Walk across the Next button until the log of stardate 3242.06 comes up. Walk across the main menu button. Walk across the Systems button. Walk to dome 3. Walk across the Security button. Walk across the Camera 3 button. Fly away, to the lock. Walk east. Fly east, over the pond near the communicator. Cause a frog to land on the communicator. Land on the communicator. Talk to Flo. Fly away, west. Talk to Cliffy. Fly northeast. Land on the Roger-fly. Wait until you get your body back. Walk north. Use the holepunch on the business card. Punch holes where the beams did not cause the lock to open. Use the card on the lock. Walk into the dark. Push to the black button. Take the liquid nitrogen. Walk upstairs, east. 13 Look at the cryo chamber. Look at the controls. Set the machine for 10 seconds defrosting. Open the machine. Pick up Beatrice Use the transporter platform. Talk to W-D40. Walk north, north. Use the captain’s chair. Push the orange button. Order W-D40 to scan for ships. Order Droole to lay in a course. Enter the coordinates of Gingivitis.[+] Order Droole to switch to lite speed. Wait until you reach Gingivitis. Order Droole to switch to regular speed. Push the green button. Order Cliffy to cloak the ship. Exit the chair. Walk north, west. Find the part of the ship that is described as the area with the least pukoids. Walk north. Push the red button. Walk onto the elevator. Use the panel. Rotate the pod. Use the EVA pod. Choose the part of the ship with the least pukoids. Use the button to the right of the hatch. Use the torch on the hull. Wait until you open the hull. Wait until you enter the ship. Wait until a pukoid guard enters and leaves. Walk to the console. Use the console. Use the distributer cap on the warp engine. Leave the console. Wait until a pukoid guard enters and leaves. Walk to the door. Use the floor panel. Crawl north, east, north, north. Climb up the ladder. Open the highest hatch. Crawl south, west, north, north, east, north, north. Climb up the ladder. Open the highest hatch. Crawl south, west, north, west, north, west, north, north. Climb up the ladder. Open the lower hatch. Crawl south, south, west, south, east, south. Note you reach the shield deativation switch. Use the switch. Use the shields switch. Wait for the doors to close. Order Cliffy. 1 Walk north, north. Use the captain’s chair. Order Droole to fire. Order Droole to activate the RRS. Order Flo to abandon the ship. Use the captain’s chair. Press the red button. Activate the self-destruct. Exit the captain’s chair. Walk north, west. Open the cryo chamber. Walk onto the platform. Order the platform. Walk north. Use the service tunnel in the far back. Take the fuse indicated by a red circle. Put the spare fuse in the empty spot. Exit the service tunnel. Walk to the door. Jump through the door opening. Open the habitube. Walk onto the platform. Order the platform.

Toonstruck

Walk southeast. Walk west, northwest. Talk to the footman. Break the ice. Ask about the flustered bird. Tell the footman goodbye. Walk east, southeast. Talk to Bricabrac. Walk west, south. Talk to the guard. Break the ice. Ask for another hello-dance. Pick up the key. Walk south, to the pub. Talk to the bartender. Break the ice. Ask about the organ. Melt the ice. Ask about the mouse. Tell the bartender goodbye. Use the organ. Use Flux on the mousetrap. Pick up the mouse. Walk west, north, north. Use the key on the doors downstairs. Pick up the music box. Move the rug. Look at the note. Use the drawers. Make the top and lower drawers be open. Make the left and right drawers be closed. Leave the drawers. Use Flux on the bed. Walk to the secret passage. Use Flux on the trapdoor. Use the floorboard. Use Flux on the loose floorboard. Use the loose floorboard. Walk to the bedroom. Move the rolled rug. Pull the cord. Walk north, northwest. Pick up the watering can trophy. Pick up the trophy. Use the old mug on the trophy stand arm. Walk east, south, south, south, northwest. Pick up the corncob. Walk north. Use the watering can on the fertilizer. Walk south, south, west, to fork in the road. Walk east, north. Use the mouse on the empty hand. Use the fertilizer on the hand holding mouse. Walk inside. Go to Zanydu. Walk to Upper Zanydu. Look at the advertisement. Note the telephone number blue-purple-red-orange-yellow-green-orange. Leave the advertisement. Talk to the outhouse guard. Break the ice. Ask about fish-flushing. Tell the guard goodbye. Walk south, south, southwest, east, southeast. Walk northeast, to the tavern. Use the telephone. Dial blue-purple-red-orange-yellow-green-orange. Answer blue. Answer yellow. Answer orange. Answer red. Answer green. Answer blue. Leave the phone. Walk west. Pick up the hopping parcel. Walk south, northwest, southwest, north. Go inside. Go to Zanydu. Walk to Lower Zanydu. Use the clock. Set the clock for 6 o’clock. Walk through the doors with the lit lamp. Use the Gift-O-Matic. Give the WACME Jumping Beans to the clerk. Use the Gift-O-Matic. Win the glove. Use the Gift-O-Matic. Win the hammer. Use the Gift-O-Matic. Win the magnet. Look at the boxing glove. Talk to the clerk. Break the ice. Melt the ice. Ask about the boxing glove. Pick up the stars. Walk south, south, south, east, north. Use the Churnatron. Look at the gap. Talk to the cow. Break the ice. Melt the ice. Ask about the Churnatron. Tell Marge and Polly goodbye. Use the magnet on the haystack. Use the Churnatron part on the Churnatron. Walk south, southeast, north, inside. Go to Zanydu. Walk to Upper Zanydu, to Jim’s. Talk to the body builder. Break the ice. Ask about the burning hoops. Tell Jim goodbye. Use the butter on the vaulting horse. Talk to the body builder. Ask about the demonstation. Use the Pumpotron. Use the Pumpotron. Walk northeast, south, south, southwest, east. Walk southeast, northeast, northwest. Use the piano. Talk to the baker. Break the ice. Melt the ice. Ask about dough. Tell the bakers goodbye. Give the butter to Dough. Walk west, southeast. Talk to the cashier. Break the ice. Ask about the Strengthometer. Use the WACME Hammer on the Strengthometer. Pick up the bells. Talk to Fingers. Ask about the Wacman game. Win the Wacman game. Walk north, south, northwest, north. Pick up the glue. Use the watering can on the dangerous-looking gunk. Walk south, southwest. Use the watering can on the briar patch. Pick up the pepper. Walk west. Give the wine to B.B. Wolf. Tip the cooking pot over. Use the dough on the roasting spit. Pick up the roasting spit. Use the corn on the fire. Pick up the book. Look at the book. Walk northeast, northwest, to the northeastern building. Pick up the inkpad. Open the picture. Use the safe. Complete the puzzle. Pick up the portable hole. Walk northeast. Use the portable hole on the pothole. Walk west, northeast. Walk to the changing room. Use the inkpad on the music box. Use the music box on the voucher. Give the voucher to the costumer. Choose the harlequin costume. Talk to the costumer. Break the ice. Ask about the book. Tell Ms. Fit goodbye. Give the book to Ms. Fit. Walk west, north, northeast. Use the roasting spit on the hole of the cabinet. Pick up the stuffed cat. Walk south, south, south. Give the popcorn to Fluffy Fluffy Bun Bun. Walk northwest. Talk to the scarecrow. Break the ice. Melt the ice. Tell the carecrow goodbye. Give the harlequin costume to the carecrow. Walk north. Use the watering can on the dangerous-looking gunk. Walk south, southwest, west, northwest. Walk to the eastern building. Talk to the robot. Break the ice. Tell the robot maker goodbye. Use the book on the robot maker. Pick up the plunger. Walk northwest. Pick up the hunk of meat. Use the portable hole on the pothole. Walk south, north. Use the watering can on the piece of meat. Give the piece of meat to the vulture. Pick up the sign. Pick up the loose feather. Walk south, northeast. Use the plunger on the toilet. Use the fish trophy on the toilet. Use the toilet handle to catch a green fish. Walk south, south, south, east, northeast. Give the feather to Polly. Walk south, southwest. Use the jumping beans on the stuffed cat. Use the glue on the cotton candy. Use the glue on the piano keys. Use the piano keys on the stuffed cat. Use the cotton candy on the stuffed cat. Use the stuffed cat on the doorstep. Use Flux on the door. Walk west, northwest. Use the cloak on Drew. Go to the changing room. Talk to Seedy. Break the ice. Melt the ice. Tell Seedy goodbye. Use the glue on the bowling ball. Use Flux on the lane. Walk south. Use the portable hole on the pothole. Walk northwest, north, northeast, east, east. The items are, clockwise: Suger, cloak, stars, sole, bells, spit, pins, nuts, chain, arrow, pepper, roll. Talk to Snout. Break the ice. Ask about the sneezing. Tell Snout goodbye. Pick up the mat while Snout is about to sneeze. Pick up the mat while Snout is about to sneeze. Use the mat on Drew. Take the key. Use the key on the keyhole. Talk to the Myna Bird. Walk northwest. Use the button. Enter the air vent. Use the fly costume on Drew. Use the sink plug. Use the sink taps. Use the watering can on the sink. Open the medicine cabinet. Pick up the chloroform wipes. Walk to the air vent. Walk north, east, east. Use the eastern door. Open the door by playing the game. Walk east. Talk to the clown. Break the ice. Melt the ice. Melt the ice. Tell Spike goodbye. Wait for Spike to put down his nose. Use the chloroform wipes on the nose. Pick up the pin. Pick up the balloon. Use the balloon on the tanks. Walk west, upstairs, east. Look at the books. Look at the odd books. Pull blue I. Pull red I. Pull red III. Pull blue II. Pull blue III. Pull red IV. Pull red II. Pull blue IV. Walk north. Use the music box on the Gator Guard. Use the monitor. Switch to camera 4. Leave the monitor. Use the magnet on the bolted platform. Select the raised plate as destination plate. Select the raised plate as destination plate. Select the raised plate as destination plate. Select the raised plate as destination plate. Walk upstairs. Pick up the gauntlet. Walk upstairs. Use the pin on the hopping crate. Go in the empty crate. Move right when the guards aren’t looking. Repeat until you get the TNT. Walk north, east, downstairs, west. Use the watering can on the robot. Pick up the pile of turkeys. Use the TNT. Use the dynamite on the turkey. Open the stove door. Use the stuffed turkey on the fire embers. Use the stuffed turkey on the dumb waiter. Walk northeast, downstairs, north. Use the control. Use the pin on the socket. Set the Climatron to cold. Leave the control. Walk to the air vent. Use the fly costume on Drew. Walk to the door. Walk northeast, downstairs, west. Pick up the pool cue. Walk east. Open the left gargoyle sculpture. Use the horn. Walk upstairs, west, to the air vent, north. Use the control. Set the Climatron to hot. Set the Climatron to normal. Leave the control. Walk east, east. Pick up the treasure chest before the fish jumps back. Open the treasure chest. Walk upstairs. Open the right gargoyle sculpture. Walk upstairs. Use the new key on the door. Walk east. Reach for the sunglasses. Use the switch. Move the desk chair. Reach for the sunglasses. Use the fly costume on Drew. Use the WACME Hammer on the vase. Pick up the sunglasses. Walk north, upstairs. Use the pool cue on the button. Use the gauntlet on the pool cue. Use the cue and gauntlet on the button. Walk east. Use the balloon on Drew. Imitate Lugnut. Walk west. Use the sunglasses on Drew. Talk to the hypnotized Ms. Fortune. Send the hypnotized Ms. Fortune to the fourth floor landing. Use the hypnotized Ms. Fortune on the scanner. Walk east. Use the panel. Use the yellow crystal on the bottom slot. Use the green crystal on the left slot. Use the blue crystal on the top slot. Use the red crystal on the right slot. Use the lever. Pick up the warp device. Use the monitor. Switch the top left switch. Switch the bottom right switch. Leave the monitor. Use the Malevolator.

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

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.

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.

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.

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.

Reality on the Norm 001: Lunchtime of the Damned

Walk east. Look at the notebook. Walk west. Use the body. Use the door to the general store. Take the pooper scooper. Take the bottle of mineral water. Walk south. Use the pooper scooper on the body. Walk west. Use the wallet on the jukebox. Use the man. Look at the notebook. Use the invisibility spell on Davy Jones. Use the door. Use the mineral water on the bottle. Walk south, east. Use the pooper scooper on the grave. Use the vodka on the pentagram. Use the firelighter spell on the pentagram.

Perils of Poom

Open the top right locker. Use the top right locker. Use the coin return lever. Use the coin return. Use the coin on the vent panel. Take the shiny object. Use the key on the panel. Use the opening. Talk to the man. 23333 Give the coin to the man. Push the call button. Use the bed. Open the door. Go to the northern location. Open the door. Use the bell. 1 Use the exit. Talk to the locals. 22 Use the streets. Go to the southern location. Open the door. Take the packet. Use the exit. Use the alley. Talk to the mysterious man. 2233 Use the exit. Use the streets. Go to the northern location. Give the packet of Crax to the locals. Use the streets. Go to the southern location. Give the membership card to the bouncer. Use the club entrance. Take the matches. Talk to the man. 1223 Use the stairs. Use the streets. Go to the location directly west of the shipyard. Talk to the hacker. 3333 Use the stairs. Go to the shipyard. Use the drugs on the bin. Use the matches on the bin. Use the door in the spaceship. Use the icebreaker on the control. Use the bell. 1 Use the east exit. Use the east exit. Use the doorway. Use the buttons. Talk to the shifty looking guy. 2333 Take the drink. Use the exit. Use the west exit. Use the doorway. Take the rolled up poster. Take the magnet. Take the novelty gas mask. Use the exit. Use the fish magnet on the open paint can. Use the doorway. Use the painted fish magnet on the fish. Use the fish on the drink. Use the exit. Use the east exit. Use the doorway. Give the drink to the shifty looking guy. Use the shifty looking guy. Use the pillar. Talk to the kid. 1344 Give the trading card to the kid. Use the exit. Use the exit. Use the poster on the vent. Use the stink bomb on the queue. Use the east exit. Take the discard gun. Take the metal. Take the wire. Use the wire on the metal. Use the grappling hook on the flare gun. Use the loaded flare gun on the opening. Use the distance. Go to the northeastern location. Talk to the scientist. 113 Use the exit. Go to the bar. Use the bar entrance. Take the empty bottle. Open the west door. Use the exit. Go to the movie set. Use the discarded camera. Use the empty bottle on the alcohol. Use the exit. Go to the tree. Take the seeds. Take the shovel. Give the lens to the naturists. Take the shovel. Use the exit. Go to the bar. Use the bar entrance. Open the east door. Use the alcohol on the device. Use the exit. Talk to the familiar faces. 133 Use the shovel on the familiar faces. Use the shaken alcohol on the sand. Go to the dig site. Use the seeds on the hole. Take the rope. Use the exit. Go to the obstructed cave. Use the rope on the pointy rock. Use the rope. Keep evading the worm until it is killed. Use the doorway. Use the east exit. Go to the lower floors. 113 Use the seeds on the sewage. Use the exit. Take the portable sterio. Take the tube. Use the exit. Use the call button. Go to the top floors. Talk to the clerk. 144111111 Use the exit. Go to the middle floors. Talk to the goth. 11222 Use the bank card on the door. Take the ice. Pull the plug. Use the exit. Give the portable sterio to the static goths. Use the bank card on the goth. Use the elevator. Go to the top floors. Use the bank card on the card slot. 14 Use the button. Look at the drink. Use the laxative on the drink. Use the ice on the drink. Use the drink. Open the east door. Use the notice. Use the phone on the controls. Use the phone on the controls. Use the exit. Use the drink. Open the west door. Take the pile of papers. Use the pile of papers on the paper shredder. 11 Use the exit. Use the exit. Use the exit. Go to the lower floors. Use the call button. Go to the floors. Use the west exit. Use the west exit. 111 Use the switch. Use the switch. Use the switch. Talk to the exit. Use the button. Use the exit. Use the path. Talk to the glass. 112 Use the exit. Use the exit. Take the card. Take the tool. Use the exit. 11 Use the path. Use the card on the glass. Use the entrance. Go to the grey building. Use the screwdriver on the board. Use the hole. Take the magazine. Use the hole. Use the opening. Use the board on the gap. Use the custom-made bridge. Use the exit. Use the custom-made bridge. Use the seeds on the mountainside. Use the exit. Use the exit. Go to the dark building. Take the stick. Use the exit. Go to the small building. Use the stick on the gap. Use the stick on the gap. Use the stick on the gap. Take the toilet paper. Use the exit. Go to the brown building. Look at the device. Take the ring. Use the exit. Go to the ferris wheel. Talk to the guy. 44 Give the ring to the guy. Use the exit. Go to the brown building. Use the ring on the device. Take the device. Use the exit. Go to the dark building. Use the glass cutter on the window. Use the window. Use the stick on the groove. Use the toilet paper on the wall-mounted stick. Use the improvised rope. Use the west passageway. Use the west passageway. Use the west passageway. Use the west passageway. Use the screwdriver on the radiator. Use the containment jar on the water stream. Use the filled containment jar on the open wire. Use the panel. Use the passageway. Use the west passageway. Use the west passageway. Use the west passageway. Use the west passageway. Use the west passageway. Use the west passageway. Use the west passageway. 11111 Use the poom rod on the hole. 1111

Orion Burger

3455323 Walk up the fire escape. Use the satellite dish. Walk down the fire escape, to the door. Use the lazy susan. Walk to the back room. Talk to Harry. 3 Wait until Harry finishes the haircut. 133 Transport back to the ship. 111111 Transport back to Earth. Walk west, to the front door. Take the mouse trap. Walk west, east, to the front door. 3 Walk upstairs, to Wilbur’s room. Take the Puz dispenser. Use the spring on the broken Puz dispenser. Walk east, downstairs. 3 Walk west, southeast, south, south. Give the Puz dispenser to Odie. 3 Walk east, west. Use the ice box. Take the ice. Take the fanbelt. Transport back to the ship. Go down the right tube. Use the ray gun on the block of ice. Go up the tube, up the left tube. Use the wood shavings. Go down the left tube, down the center tube. Walk behind the exercise wheel. Wait until the robot gerbils shoot each other. Go up the tube. Use the ray gun on the water dish. Go down the center tube. Take the kibble. Use the kibble on the floor. Use the motor. Use the pantyhose on the motor. Walk north. Walk south, west. Use the sign. Walk east, east, north, to the doors. Use the town records. 3333 Walk south, west. Use the mailbox. Walk to the front door. 5 Walk east. 4 Take the carrot juice. Walk west, west, southwest, west. Use the rowboat. Transport back to the ship. Take the burger morsel from the path. Walk to the door. Take the matches. Walk west, to the backyard. Take the jug. Use the jug on the stool. Use the fuel tank. Use the matches on the burner. Use the carrot juice on the boiler. Take the distilled carrot juice. Walk south. Give the burger morsel to Truffles. Walk to the storm cellar. Use the distilled carrot juice on Wilbur. Walk north. Use the whistle. Find Truffles by moving in the direction of the sound. Use the whistle. Use the probe. Transport back to Earth. Walk north, west, to the front door. 5 Walk upstairs, to the bathroom. Take the laxative. Walk east, downstairs. 5 Walk west, southwest. Walk east, southwest until the tour bus appears. Walk north. Give the laxative to Drumz. Take the amplifier. Transport back to the ship. Take the kindling. Wait until the blue Bork goes upstairs. Walk upstairs, to the bathroom. Take the rubber ducky. Use the rubber ducky on the toilet. Use the flush chain. Use the flush chain. Use the bottle on the soapy water. Walk east, to Wilbur’s room. Use the amplifier on the television. Use the kindling on the fire. Use the soapy water on the railing. Walk east. Wait until the Bork opens the microwave. Take the rolling pin. Use the rolling pin on the Bork. Use the microwave. Take the rubber gloves from the top of the cabinet. Walk downstairs. Take the dirty sock. Use the dirty sock on the wringer. Use the outside breaker. Walk upstairs, southwest, upstairs, to Wilbur’s room, west. Take the christmas lights. Use the christmas lights on the hole. Walk down the window, east, east. Use the rubber gloves. Take the christmas lights. Use the christmas lights on the phone cord. 3 Transport back to Earth. Walk south, west, west, to the car window. Take the keys. Exit the car window. Use the keys on the trunk. Take the Jawz o’ Life. Transport back to the ship. Give the deed to Elmo. Walk onto the eastern disc. Use the fish on the tire. Use the Jawz o’ Life on the gate. Take the dog collar. Use the lever on the tow truck. Take the hook. Use the hook on the barred window. Use the lever on the tow truck. Walk northwest. Take the quarter. Walk south, onto the eastern disc. Give the dog collar to Vipe. 3 Take the records. Use the records on the jukebox. Use the quarter on the jukebox. Walk onto the northern disc. Talk to Flumix. 23324

Monkey Island 3: The Curse of Monkey Island

Talk to the small pirate. 1244511 Pick up the plastic hook. Pick up the ramrod. Use the cannon. Destroy the four rowboats. Walk to the window. Use the plastic hook on the ramrod. Use the gaff on the debris. Walk back to the room. Use the cutlass on the cannon restraint rope. Use the cannon. Pick up the bag. Pick up the diamond ring. Use the ring on the porthole. Pick up the glowing ember. Walk east, to the swamp. Walk past the bridge. 4 Walk inside. Pick up the paste. Pick up the pin. Pull the aligator tongue. 414131126 Use the bag of nickels on the gum machine. Chew the pack of chewing gum. Walk north, west, to the town. Walk to the back door of the theater. Examine the pirate coat. Pick up the dandruff. Open the pocket. Pick up the glove. Pick up the magic wand. Use the magic wand on the magic hat. Pick up the book. Look at the book. Examine the Blood Island sticker on the trunk. Walk east. Talk to the actor. 1414 Walk northwest, west, to the Barbery Coast. Use the lice on the comb. Use the barber chair. Use the handle. Pick up the paper weight. Use the handle. Use the handle. Use the handle. Pick up the scissors. Talk to the barber pirate. 264 Talk to the salty pirate. 41115 Push Cutthroat Bill. Push Cutthroat Bill. Pick up the jawbreaker. Talk to the dapper pirate. 1154 Use the glove on Edward van Helgen. Close the box lid. Open the banjo case. Note the last notes Edward plays. Repeat his notes. Note the last notes Edward plays. Repeat his notes. Note the last notes Edward plays. Repeat his notes. Look at the gun pile. Pick up a gun. Use the gun on the dueling banjo. Walk west. Use the scissors on the mysterious flower. Use the scissors on the undergrowth. Walk to the sign. Pick up the Faberge egg. Pick up the vacuum attachments. Pick up lots-o-stuff. Use the ipecac flower on the syrup bottle. Use the syrup of ipecac on the snake head. Pick up the thorny plant. Pick up the reeds. Use the thorn on the reed. Use the paper weight on the helium balloons. Blow the floating balloon. Use the pea shooter on the floating balloon. Walk east, to Puerto Pollo, to the restaurant. 1 Push the quiet patron. Pick up the serrated bread knife. Pick up the biscuit cutter. Pick up the pie pan. Pick up the tasty, buttery biscuit. Eat the tasty, buttery biscuit. Use the maggots on the gross chicken. Pick up the club card. Talk to the man. 2245 Give the jawbreaker to Captain Blondebeard. Give the pack of chewing gum to Captain Blondebeard. Use the pin on the bubble. Pick up the gold tooth. Use the gold tooth on the chewed gum. Inhale the helium balloon. Chew the gum with the gold tooth. Walk north. Use the pie pan on the mudpuddle. Walk north to the field of honor. Use the biscuit cutter on another rubber tree. Walk to the grassy knoll. Use the serrated bread knife on the sawhorse. Use the glowing ember on the trail of rum. Walk to the Barbery Coast. Give the gold tooth to Cutthroat Bill. Talk to Haggis McMutton. 24 Walk west, northeast, to Danjer Cove. Use the paste on the rubber plug. Use the pasted rubber plug on the gaping hole. Use the boat. Row to the pirate boat. Use the serrated bread knife on the plank. Climb onboard. 43 Walk east, to Puerto Pollo, to the restaurant. 4 Use the ventriloquism book on captain LeChimp. Open the porthole. Leave through the porthole. Walk east, to the beach. Give the club card to the cabana boy. 2 Pick up the towels. Pick up the towels. Pick up the towels. Use the dry towels on the ice bucket. Use the wet towels on the cabana boy. Pick up the cooking oil. Walk north. Use the wet towels on the hot sand. Use the wet towels on the hot sand. Use the wet towel on the hot sand. Pick up the mug. Talk to the sunbather. 425 Open the gate. Walk northeast, to Puerto Pollo. Talk to the small pirate. 2 Use the mug on the bottomless mug. Talk to Kenny. 3 Pick up the pitcher. Use the pitcher on the dye vat. Walk north, to Brimstone Beach. Use the bottomless mug on the sunbather. Use the pitcher with red dye on the bottomless mug. Use the cooking oil on the map. Pick up the map. Walk through the gate, to Puerto Pollo. Walk to the theater, upstairs. Use the handle. Examine the treasure map. Use the buttons in the order on the map. Walk east. Use the chicken grease on the cannon balls. Walk east. Pick up the shovel. 11114 Choose your level of combat. Examine the navigational chart. Attack ships, learn insult sword fighting lines. When you gather booty, go to the Plunder Town harbor. 1211 Go to the ship. Continue until you have installed the “Destructomatic T-47”. Attack Captain Rottingham. Win the cannon fight. Respond the best rhyming answer to his insults. [+] Pick up the bottle. Look at the bottle. Talk to Haggis McMutton. 334 Walk west, to the strange lights. Pick up the block of tofu. Pick up the auger. Pick up the measuring cup. Use the auger on the block of tofu. Use the tofu mask. Walk northeast, to the islander. Talk to Lemonhead. Walk south, west, northwest, to the windmill. Pick up the pepper. Walk south, to the cemetery hill, west. Pick up the smelly dog hair. Look at the dog bowl. Give the half-eaten maggoty biscuit to Old Blind Pew. Pick up the chisel. Pick up the mallet. Walk northwest, to the hotel, inside. Pick up the brochures. Pick up the recipe book. Pick up the cushion. Talk to the fortune teller. 121 Pick up the death card. Talk to Madame Xima. 1 Pick up the death card. Talk to Madame Xima. 1 Pick up the death card. Talk to Madame Xima. 1 Pick up the death card. Talk to Madame Xima. 1 Pick up the death card. Talk to the bartender. Examine the recipe book. Note the hangover cure recipe. Open the door. Walk north. Pick up the refrigerator magnet. Use the chisel on the wheel o’ cheese. Walk north, northwest. Open the western door. Use the mallet on the nail. Open the door. Pick up the nail. Pick up the portait. Walk east, east, south, to the beach. Use the cushion on the rocks. Use the mallet on the rubber tree. Walk north, to the hotel, inside. Give the pepper to the bartender. Give the egg to the bartender. Give the smelly dog hair to the bartender. 3414 Use the chisel on the Head-B-Clear. Use the Head-B-Clear on the Caribean Body Slam. Drink the spiked drink. Use the chisel on the coffin. Pick up the coffin nail. Use the chisel on the central coffin. Walk outside, to the hotel, inside, west. Use the laminated business card on the eastern door. Open the eastern door. Use the scissors on the portait. Use the portrait on the door. Open the door. Look through the porthole. Open the door. Walk east. Talk to the bartender. 22212226 Walk west, west. Pull the bed. Use the coffin nails on the bed. Use the nail on the bed. Pick up the book. Examine the book. Walk east, east. Use the Goodsoup family history. Talk to Goodsoup. 2 Pick up the mirror. Talk to Goodsoup. 1 Use the Head-B-Clear on the grog. Drink the spiked drink. Talk to the ghost bride. 333456 Walk west. Pick up the crowbar. Walk to the crack. Pick up Murray. Look through the crack. Use the paste on the skeleton arm. Use the skeleton arm on the lantern. Use the lantern on the coffin lid. Use Murray on the lantern. Walk east, north, northeast, to the lighthouse. Use the mirror on the mirror. Walk down, to the hotel. Walk inside, north. Pick up the death certificate. Walk north, east, south, to the cemetery. Walk to Stan’s place. Talk to Stan. 115 Give the death certificate to Stan. Walk north, to the hotel, inside. Pick up the empty jar. Walk northwest, west. Use the crowbar on the boarded hole. Use the crowbar on the bed. Pick up the engagement band. Walk north, northeast, to the village, northeast. Use the tofu mask. Walk northeast. Use the nacho cheese on the seething caldera. Walk northwest, to the hotel. Use the nacho cheese on the cooking pot. Pick up the cooking pot. Pick up the slippery greasy hand lotion. Walk west, to the windmill. Use the umbrella on the windmill blades. Use the empty jar on the barrel. Walk downstairs, south, to the clearing. Use the slippery greasy hand lotion on the cursed diamond ring. Take the cursed diamond ring. Use the chisel on the jar lid. Use the jar of water on the stump. Use the jar lid on the fireflies. Walk east, to the lighthouse. Use the lantern on the lantern post. Walk downstairs, to the beach. Use the refrigerator magnet on the pin. Bite the Cap’n Nick’s Shaving Soap. Use the pin on the cork. Use the measuring cup on the seawater. Use the pin and cork on the measuring cup. Talk to the mysterious figure. 1 Talk to the winch operator. 1 Use the umbrella. 514511 Give the tarot card to King Andre. Walk east, to Elaine. Use the enormous diamond on the engagement band. Use the completed diamond ring on Eleaine’s left ring finger. 1152 Open the door. Talk to Dinghy Dog. 235 Pick up the anchor. Push Dinghy Dog. Repeat until Dinghy Dog bites you. Use the anchor on the pie pan. Use the Cap’n Nick’s Chaving Soap on the heavy pie pan. Use the heavy fake pie on the stack of meringue pies. Look through the hole. Pick up the pepper mill. Talk to the soda jerk. 1 Use the meringue pie on the snow cone. Use the dog hair on the snow cone. Use the pepper mill on the snow cone. Eat the disgusting cone. Leave the cart at the Toothrot scene. Pick up the fallen rope. Jump in the cart. Leave the cart at the boat scene. Pick up the keg of rum. Jump in the cart. Leave the cart at the torture scene. Open the lantern. Blow on the oil lamp. Pick up the oil lamp. Use the oil lamp on the fallen rope. Jump in the cart. Leave the cart at the ice monkey scene. Use the soaking rope on the keg of rum. Use the explosive keg of rum on the Dynamo-Monkelectric giant Snow Monkey arm. Walk to the bottom of the rope. Wait for LeChuck to arrive. Use the pepper mill on LeChuck.

Monkey Island 2: LeChuck’s Revenge

Pick up the sign. Walk onto the bridge. 34 Enter the door immediately to the right of the path north. Pick up the pile of paper. Wait until the cartographer puts down his monocle. Pick up the monocle. Walk west, north. Pick up the bucket. 2111111111111111 Walk south, east, to the beach. Pick up the stick. Walk west, to the swamp. Use the coffin. Row to the shack. Look at all the jars. Pick up the Ash-2-Life. 113333 Pick up the string. Use the coffin. Row to the shore. Use the bucket on the swamp. Walk west, to the cemetery, to the graves. Look at the western tombstone. Use the shovel on the grave. Walk west, west, to Woodtick, to the hatch. Talk to the barkeeper. 221 Use the paper on the spit dripping down the wall. Walk to the upper deck, to the window. Pick up the knife. Walk to the window, west. Use the knife on the rope. Pick up the bowl. Open the door. Walk through the door. Pick up the toupee. Close the door. Use the bucket of mud on the door. Walk to the dressing screen. Walk east, east, north. Open the box. Use the stick on the box. Use the string on the stick. Use the Cheese Squigglies on the box. Walk to the other end of the string. Wait until the rat enters the box. Use the string. Open the box. Pick up the trapped, cowering rat. Walk south, to the window. Use the captured rat on the vichyssoise. Walk to the window, to the hatch. Talk to the barkeeper. 131 Walk to the window, west, west. Close the door. Pick up the laundry claim ticket. Open the door. Walk east, east, north. Give the laundry claim ticket to the laundry guy. Walk south, east, to the swamp. Use the coffin. Row to the shack. Walk to the Voodoo Lady. 31111 Use the coffin. Row to the shore. Walk west, to Woodtick, west, to the door. Use the pins on the voodoo doll. 3 Use the coffin. Row to the shore. Look at Big Whoop: Unclaimed Bonanza or Myth. Walk west, to the peninsula, to the houseboat. Give the monocle to Captain Dread. 1 Pick up the parrot chow. Walk to the door. 1 Go to Booty Island. Open the western door. Enter the western door. Pick up the sign. 1 Use the parrot chow on the hook. Pick up the well-polished old saw. 1 Pick up the mirror. 1 Pick up the ship’s horn. 1 Pick up the map piece. Talk to the antique dealer. 11113 Walk east. Talk to the woman in the big hat. 234 Walk to Dread’s ship. Go to Phatt Island. 4313222 Pull the rock hard mattrass. Pick up the stick. Use the stick on the bone. Pick up the bone. Use the bone on Walt. Pick up the small key. Use the small key on the cell door. Pick up the manila envelope. Open the manila envelope. Pick up the gorilla envelope. Open the gorilla envelope. Walk east. Use the leaflet on the poster. Open the door to the library. Enter the door to the library. Open the model lighthouse. Pick up the model lighthouse lens. Talk to the librarian. 112111112 Look at the card catalog. Look up voodoo, recipes, voodoo. 3 Look up shipwrecks, disaster. 32 Give Big Whoop: Unclaimed Bonanza or Myth to the librarian. Talk to the librarian. 1111 Look at the card catalog. Look up cannibalism. 32 Talk to the librarian. 111 Walk west, to the southern alley Walk east, to the northern alley. Use the slot on the door. 1 The answer is the number of fingers he shows the first time. Answer correctly three times. 1 Walk east, to the southern alley. Talk to the dealer. 1 Give the number from the man behind the door. 2 Walk east, to the fisherman. Talk to the fisherman. 111111111 Walk west, north, to the mansion. Open the gate. Open the door. Walk north. Talk to the guard. 22 Walk west. Use How To Serve Your Fellow Man on Famous Pirate Quotations. Walk east, east, east, to the wharf, into the jail. Pick up the vanilla envelope. Open the vanilla envelope. Use the small key on the cell door. Walk east, to Dread’s ship. Go to Scabb Island. Walk north. Use the saw on the pegleg. Walk south. Enter the eastern door. Pick up the nails. Pick up the hammer. Walk west, to the hatch. Use the banana on the metronome. Pick up Jojo. Talk to the barkeeper. 1111132 Use the blue drink with the yellow drink. Walk to the upper deck, east, to Dread’s ship. Go to Booty Island. Walk to the costume shop. Give the invitation to the shopkeeper. Pick up the dress. Walk west. Open the door to Stan’s previously owned coffins. Enter the door to Stan’s. 1 Close the coffin while Stan is still in the coffin. Use the nails on the coffin while Stan is still in the coffin. Pick up the crypt key. Walk west, east. Use the ship’s horn. Pick up the flags. Use the crazy straw on the green drink. Talk to the Spitmaster. 1123 Wait until the wind begins to blow. 4 Walk west, to the western door. Give the spit plaque to the antique dealer. 111 Walk east. Look at Great Shipwrecks of Our Century. Note the location of the Mad Monkey. Talk to Captain Kate. 321 Indicate the place of the Mad Monkey. 2 Pick up the monkey head. Pick up the anchor. Enter the western door. Give the monkey head to the antique dealer. Walk east, west, to the small structure. 111 Walk to the mansion, west around the house. Look at the sign. Use the garbage can. Walk east, east, into the door. Pick up the fish. Walk north, east. Open the door. Enter the door. Pick up the map piece. Walk north, to the dog. 12 Keep flattering Elaine. Walk upstairs. Pick up the oar. Walk west, north. Chase the map piece until it flies away. Walk to the mansion. Pick up the dog. Walk south, west, to the big tree. Use the oar on the hole. Walk onto the oar. Pick up the broken oar. Walk west, to Dread’s ship. Go to Scabb Island. Walk to the eastern door. Give the broken oar to the woodsmith. Walk west, east, to the cemetery. Use the crypt key on the southern crypt. Enter the crypt. Look at Famous Pirate Quotations. Find Rapp Scallion’s quote on one of the coffins. Open the coffin. Pick up the ashes. Walk north, west, to the swamp. Use the coffin. Row to the shack. Walk to the Voodoo Lady. 1 Use the coffin. Row to the shore. Walk west, to the cemetery, into the crypt. Use Ash-2-Life on Rapp Scallion’s coffin. 11112 Walk away, north, west, to the beach. Use the key on the door. Enter the door. Use the knob. Walk west, west, to the cemetery, into the crypt. Use Ash-2-Life on Rapp Scallion’s coffin. 2 Walk away, north, west, to Dread’s ship. Go to Phatt Island. Walk to the fisherman. Give the fish to the fisherman. Walk to Dread’s ship. Go to Booty Island. Walk west, to the cliff, to the cliffside. Use the fishing pole on the map. Walk north, to the big tree. Use the reinforced oar on the hole. Walk onto the reinforced oar. Pick up the plank. Use the plank on the hole. Walk onto the plank. Pick up the reinforced oar. Use the reinforced oar on the hole. Pick up the telescope. Walk to the door. Use the dog on the pile. Walk east, to the ground, west, to Dread’s ship. Go to Phatt Island. Walk north, to the waterfall, to the path. Use Jojo with the pump. Walk west, into newly discovered gaping hole. Walk west, west, west, to the cottage. Open the door. Enter the cottage. 54 Pick up the mug. Use the mug o’ grog with the tree. Use the bottle of near-grog with the empty mug. Use the mirror with the mirror frame. Open the shutters. Walk east. Use the telescope on the grotesque statue. Walk to the door. Push the marked brick. Pick up the map piece. Walk to the hole, to the path, to Dread’s ship. Go to Scabb Island. Enter the door immediately to the right of the path north. Give the model lighthouse lens to the cartographer. Give one of the map pieces to the cartographer. Walk east, to the swamp. Use the coffin. Row to the shack. Walk to the Voodoo Lady. 1 Use the coffin. Row to the shore. Walk west, to Woodtick, to the door immediately to the right of the path north. Walk west, east, to the swamp. Open the crate. Use the crate. Walk to the passage, northeast. Look at the spit encrusted paper. Find the symbol for the first verse. Push the symbol. Walk through the symbol. Find, in the same room, the next verse. Repeat until you reach the huge door. Open the huge door. Walk north. Pick up the voodoo key to the jail. 1544 Use the crazy straw on the green drink. Spit on the shield until you spit out the candle. Open the juju bag. Use the matches. Pick up the bottle. Use the bottle on the rock. Pick up the martini glass. Use the martini glass on the ocean. Use the glass of sea water on the still. Pick up the crowbar. Open the barrel. Give the cracker to the parrot. Walk to the jungle, west, north. Use the broken bottle with the bag. Pick up the box. Open the box. Use the glass o’ distilled water on the box. Walk east, south, south. Give the two crackers to the parrot. Walk to the jungle, east. Pick up the rope. Open the box. Use the crowbar on the TNT box. Pick up the dynamite. Walk east, east, north, north, east. Use the shovel on the big X. Use the matches with the dynamite. Use the lit dynamite with the hole in the ground. Use the crowbar with the rope. Use the crowbar ‘n’ rope with the metal bars. Use the light switch. 111111 Walk to the far west. Pick up the ticket. Walk east, east, north. Use the coin return. Wait until LeChuck arrives and picks up the coin. Pick up the underwear. Walk west, east, north. Open all four boxes. Pick up a doll. Pick up the balloon. Walk east, east, north. Pick up the remains. Pick up Dad’s Remains. Open the trash can. Pick up the stuff in the trash can. Open the medical drawer. Pick up the hypodermic syringe. Walk west, west, west, north. Use the balloon on the helium tank. Use both surgical gloves on the helium tank. Walk west. Wait until LeChuck arrives. Give the clean, white hanky to LeChuck. Walk west. Push the call button. Walk north. Wait until LeChuck arrives. Use the lever. Pick up the crispy beard bits. Use the crispy beard bits on the juju bag. Use the underwear on the juju bag. Use the used hanky on the juju bag. Use the skull on the juju bag. Use the generic voodoo Kewpie doll on the juju bag. Use the lever. Walk north. Wait until LeChuck arrives. Use the hypodermic syringe on the generic voodoo Kewpie doll. Follow LeChuck. 34111111

Monkey Island 1: The Secret of Monkey Island

Open the door. Walk to the door. Talk to the important-looking pirates. 21236 Open the door. Wait until the cook leaves the kitchen. Wait until the cook walks past the curtain. Walk east. Pick up the meat. Pick up the pot. Use the meat in the pot of stew. Pick up the meat in the pot of stew. Open the door. Walk to the southern east end of the pier. Walk to the southern east end of the pier. Walk to the southern east end of the pier. Pick up the fish while the bird is in the air. Walk west, west, east. Talk to Men of Low Moral Fiber. 334 Walk northwest. Walk through the western doorway. Talk to the prisoner. Walk east. Open the eastern door. Enter the eastern door. Use the bell. Talk to the storekeeper. 22 Walk west, through the western doorway. Give the breath mints to the prisoner. 1114 Walk east. Enter the eastern doorway. Talk to the shopkeeper. 1 Open the door. Walk west. Follow the shopkeeper until you reach the Sword Master. Walk west. Walk to the clearing. Walk to the circus tent. 1212 Give the pot to the Fettucini Brothers. 2 Walk east, to the fork. Walk north. Pick up the yellow flowers. Use the yellow petal on the stewed meat. Walk east, east, to the village. Walk east. Talk to the Citizen of Melee. 42 Open the south eastern door. Enter the door. Pick up the chicken. Open the door. Walk west, northwest. Open the eastern door. Enter the eastern door. Pick up the shovel. Pick up the sword. Talk to the shopkeeper. 11112 Walk west, to the Governor’s mansion. Give the meat with condiment to the deadly piranha poodles. Open the door. Enter the door. Open the double doors. Enter the double doors. Walk west, east, through the western doorway. Give the gopher repellent to the prisoner. Open the cake. Walk east, to the Governor’s mansion, into the door. Walk to the gaping hole. 1-1-1-1 Open the front door. 1 Pick up the fabulous idol. Walk east, west, east, to the house. Give the fish to the troll. Walk to the house. Look at the sign. Open the door. 11111111 Walk south, to one of the pirates. Keep challenging and defeating pirates until they mention you’re good enough to fight the Sword Master. Walk to the Sword Master’s. Talk to the Sword Master. 2 Defeat the Sword Master with the repartees you learned. Walk west, to the fork. Look at the map. Go in the directions the instructions indicate. Use the shovel on the X. Walk north, to the village. 4 Look at the note. Walk east, through the door. Pick up the five mugs. Open the door. Walk east. Use a mug on the barrel. Walk west, west. Use the melting mug on a mug. Walk east. Use the melting mug on a mug. Walk north. Use the melting mug on a mug. Walk through the western doorway. Use the melting mug on a mug. Use the mug o’ grog on the lock. Walk east, east, east, west, east, to the Sword Master’s. Talk to the Sword Master. 3 Walk west, to the island. Use the chicken on the cable. Open the door. Walk north. 13 Open the door. Taunt the murderous winged devil. Use the chicken on the cable. Walk west, to the lights. 3245 Walk to the village, east, northwest. Open the eastern door. Enter the eastern door. Talk to the shopkeeper. 21 Note how the shopkeeper turns the handle. 51 Open the vault by pulling and pushing the handle. Open the door. Walk west, east, east, west, east. Walk to the Used Ship Emporium. 34122222222321222324 Walk west, to the village. 11 Pick up the feather pen. Pick up the ink. Open the drawer. Look at the drawer. Look at the dusty book. Look at the bookmark. Walk southwest, to the rope ladder. Pick up the Jolly Roger. Walk to the ship deck, to the hatch, to the hatch. Open the chest. Look at the chest. Pick up the giant piece of rope. Open the kegs. Walk to the ladder, to the door. Open the cupboard. Pick up the cereal. Pick up the pot. Open the cereal. Look at the prize. Walk to the ladder, to the ladder, to the door. Use the small key on the cabinet. Open the chest. Look at the chest. Look at the piece of paper. Walk to the door, to the hatch, to the door. Use the cinnamon sticks on the cooking pot. Use the gunpowder on the cooking pot. Use the Jolly Roger on the cooking pot. Use the ink on the cooking pot. Use the cereal on the cooking pot. Use the chicken on the cooking pot. Use the fine wine on the cooking pot. Use the breathmints on the cooking pot. Walk to the ladder, to the hatch. Open the kegs. Walk to the ladder, to the ladder. Use the gunpowder on the cannon nozzle. Use the giant piece of rope on the cannon. Walk to the hatch, to the door. Use the T-Shirt on the red hot fire. Walk to the ladder, to the ladder. Use the flaming mass on the fuse. Use the pot. Pick up the banana. Walk to the jungle, northwest, to the fort. Pick up the rope. Push the cannon. Pick up the cannon ball. Pick up gunpowder. Pick up the spyglass. 1 Walk east, east, to the river fork. Take the rock. Look at the noteworthy rock. Use the handful of gunpowder on the dam. Use the flint on the cannonball. Walk to the pond. Pick up the rope. 14 Walk south, to the river fork. Walk to the footholds. Use the spyglass. Push the boulder side of the primitive art. Push the boulder side of the primitive art. Use the spyglass. The primitive art should be aimed at the banana tree now. Walk to the footholds. Push the rock. 15 Walk to the path down, to the path down. Walk to the jungle, south, to the crack. Use the rope on the strong branch. Use the rope on the sturdy stump. Pick up the oars. Walk to the jungle, to the beach. Pick up the bananas. Use the oars on the rowboat. Row northeast, north, to the beach. Walk to the jungle, to the village. Pick up the bananas. Walk to the hut. 3 Pick up the skull. Pick up the loose board. Go to the hole. Walk to the beach. Use the rowboat with oars. Row south, to the beach. Walk to the jungle, west, south, to the monkey. Give the five bananas to the monkey. Walk north, northeast, east, to the clearing. Pull the totem pole’s nose. Let the monkey take over. Walk to the gigantic monkey head. Pick up the wimpy little idol. Walk west, west, to the beach. Use the rowboat and oars. Row north, to the beach. Walk north, to the village. Walk to the bowl of fruit, to the hut. 2 Give the wimpy little idol to the cannibals. Walk to the door. Pick up the banana picker. Walk east. Give the banana picker to Herman Toothrot. Walk east, to the village. 11421233 Look at the leaflet. Give the leaflet to the friendly natives. Walk east, to the beach. Use the rowboat and oars. Row south, to the beach. Walk north, to the clearing, to the gigantic monkey head. Use the monkey head key on the gigantic monkey ear. Walk to the gigantic monkey head. Use the head of the navigator. Follow the head of the navigator’s directions until you reach the ghost ship. Talk to the head of the navigator. 23333 Use the necklace of the navigator. Walk to the ghost ship. Open the western door. Walk west. Use the magnetic compass on the key. Walk east, to the hatch, to the doorway. Pick up the ghost feather. Walk to the passage. Use the ghost feather on the sleeping ghost crewman. Use the ghost feather on the sleeping ghost crewman. Pick up the jug o’ grog. Walk east. Use the key on the hatch. Walk to the hatch. Use the jug o’ grog on the dish. Pick up the cooking grease. Walk to the ladder, west, to the ladder. Use the glob of grease on the eastern door. Open the eastern door. Walk east. Pick up the ghost tools. Walk north, to the hatch, east. Use the ghost tools on the glowing crate. Look at the glowing crate. Walk west, to the ladder, north, west. 1 Walk east. 3211 Walk east. 1 Walk east. Use the magic seltzer bottle on the grim spectre. Walk northwest. Open the center door. Enter the center door. 4134 Pick up the root beer. Use the root beer on LeChuck. 11

Larry Vales II: Dead Girls are Easy

Walk northwest. Open the door. Pick up the hat. Leave. Walk northeast. Open the door. Talk to the cashier. 23 Give the hat to the cashier. Walk south, northwest. Use the cup on the trashbin. Walk northeast. Open the door. Give the cup to the cashier. Open the door. Walk south, northwest. Open the door. Use the sponge on the forehead. Leave. Walk northeast. Use the sponge on the car. Walk northwest. Use the wet wall. Walk northeast. Use the car. Pick up the map. Use the sponge on the oil. Use the map on Larry. Go to Larry’s house in Middleclass Acres. Use the spinklers. Use the map on Larry. Go to Honest Engine. Use the staple remover on the small key. Use the small key on the toolbox. Use the map on Larry. Go to the Gates Motel. Use the sponge on the bell. Use the wrench on the bell. Open the box while Rusty Boyler is facing the other way. Use the wrench on the bell. Use the pen on the box while Rusty Boyler is facing the other way. Use the map on Larry. Go to Phar-Mor Drugs. Use the SAC card on the SAC machine. Use the map on Larry. Go to Middleclass Acres. Give the money to the landlord. Pick up the FBI identification. Pick up the lampshade. Use the map on Larry. Go to the Gates Motel. Give the FBI identification to officer Bradbury. Use the wrench on the desk bell. 13 Use the stairs going down. Talk to Arnold Rimmer in the bottom right cell. Walk south. Pick up the hand. Leave. Use the map on Larry. Go to Crust Never Sleeps. Open the door. Give the cigarettes to the cashier. Use the condiment rack. Use the map on Larry. Go to Phar-Mor Drugs. Open the door. Pick up the Yum gum. Leave. Use the map on Larry. Go to the morgue. Give the hand to the mortician. Pick up the liquid nitrogen. Use the map on Larry. Go to the police department. Use the stairs going down. Give the Yum gum to Arnold Rimmer. Use the stairs. Open the right door. Use the crowbar on the middle drawer of the third file cabinet. Use the open drawer. Open the door. Use the stairs going up. Walk south. Pick up the shoelace. Walk south. Open the west door. Look at the commissioner. Use the liquid nitrogen on the fishbowl. Use the shoelace on the ice. Use the salt on the ice. Pick up the shoelace. Give the file to commissioner Fishbian. Leave. Walk east. Use the keys on the locker. Pick up the gun. Pick up the wad of paper. Use the pen on the ticketpad. Leave. Use the map on Larry. Go to Top Storage. Use the receipt on the panel. Use the panel. Use the gun on the lock. Use the pen on the fake locker interior. Pick up the book. Pick up the envelope. Use the stairs. Use the stairs going up. Open the west door. Use the book on the bookcase. Use the hidden passage. Talk to professor Semprini. 25 Open the firebox. Pick up the fire blanket. Pick up the receipt. Touch doctor Ratched. Pick up the sample beaker. Use the sample beaker on the fourth tube on the third row. Leave. Use the sample beaker on the microscope. Touch doctor Ratched. Use the sample beaker on the bowl. Use the lampshade on the bowl. Use the map on Larry. Go to Honest Engine. Use the lampshade on officer Rocky Hill. Use the grey toolbox. Use the grey toolbox. Use the sponge on the oil. Use the map on Larry. Go to Phar-Mor Drugs. Open the door. Give the drug store receipt to the clerk. Leave. Use the map on Larry. Go to the police department. Open the west door. Pick up the coffee. Use the coffee on the coffee maker. Use the stairs going up. Open the east door. Pick up the jacket. Use the sponge on the desk. Use the desk. Leave. Use the map on Larry. Go to Crust Never Sleeps. Open the door. Use the jacket on the oven. Use the map on Larry. Go to Middleclass Acres. Use the cutter on the power outlet. Use the map on Larry. Go to Clam’s Casino. Look at the contest. Use the map on Larry. Go to the morgue. Talk to the mortician. Use the map on Larry. Go to Camp Value. Walk north. Look at the second bush from the right. Use the cutter on the second bush from the right. Use the map on Larry. Go to the morgue. Give the berries to the mortician. Hit the man. Hit the man. Hit the man. Hit the man. Use the bag of jawbreakers on the man. Hit the man. Use the dentist’s chair. Use the pistol on the Goat Man. Use the jacket on the sea. Use the squid on the commissioner. Use the pen on the commissioner.

Larry Vales I: Traffic Division

Open the door. Look at the messageboard. Talk to the woman. 33 Walk east. Use the room key on the middle door. Use the television. Pick up the plunger. Use the pillow. Talk to the bathroom. 133 Use the telephone. Use the wires on the telephone. Look at the fire escape route. Walk south, west, west. Use the double doors. Look at the sleeping man. Use the candy on the man. Use the candy on the pool. Use the dooropening. Talk to the couple. 113 Use the plunger on the woman. Pick up the dried grass. Walk south, east, east, east. Use the room key on the middle door. Use the dried grass on the smoke detector. Use the matches on the dried grass. Walk south, west, west. Use the double doors. Use the door opening. Walk north. Use the partly hidden bush. Use the wires on the door. Use the keycard on the door. Walk to the top right of the screen. Use the nightstick on the darkness left of Larry. Use the body. Use the body. Use the robot. Use the gun on the box. Pick up the scissors. Leave the robot. Use the scissors on the body. Use the nightstick on the toolbox door. Use the panel. Use the gum on the middle button. Use the dial. Leave the panel. Use the open vent. Give the hair to the man. Use the flashlight on the darkness. Use the doors. Use the room key on the middle door. Use the body. Walk south, west, west. Use the closet key on the middle door. Pick up the screwdriver. Pick up the drill. Use the hairpin on the lockers. Use the door. Use the double doors. Use the door opening. Walk north. Pick up the rubble. Walk south, south, east, east, east. Use the double doors. Look at Charlie. Talk to Charlie. 1445 Use the drill on the dice. Use the rubble on the dice. Talk to the man with the tie. 223 Give the badge to Ufarte. Talk to the rightmost man. Use the rubbing alcohol on the drink. Use the screwdriver on the slot machine. Use the doors. Walk west, west. Talk to the right door. Use the paper mat. Use the FBI identification on the man. Look at the cell phone. Walk east. Give the drink to the woman. Use the door. Use the screwdriver on the magnet. Use the ladder. Look at the homing pigeon. Give the bag of money to the homing pigeon. Use the magnet on the key. Use the cell phone on the box. Use the magnet on the flashlight. Use the flashlight on the robot. Pick up the screwdriver. Pick up the drill. Use the panel. Use the keycard on the slot. Use the whistle on the speaker. Press button 4. Leave the panel. Use the drill on the pole.

James Peris es el agente 00,5

Before you start the game, view the credits. Look at the left poster. Take Homer Look at the window. Take the pile of rubbish. Look at the pileof rubbish. Look at the phone. Open the interesting book. Look at the note. Open the door. 5 Talk to the computer addict. 1 Talk to the computer addict. 4 Take the condom. Talk to Pache-Q. 1333 Talk to Pache-Q. Look at the Nash-Car manual. Give the magazine to the computer addict. Use the mystery button. Talk four times to Salador. Talk to Pache-Q. Use the bell. Walk into the hotel. Use the bell. 222 Use the bell. 3 Use the bell. 3 Walk east. Use the tv. Open the drawer. Take the poster. Use the resize gun on the poster. Walk north, west. Use the phone. Take the map. Exit. Walk north. Talk to Lord Williams. 2223 Talk to Ear-Man. 2314 Take the sugar. Use the sugar on Lord Williams. Use the spitoon. Walk south, east. Look at the trash. Open the door. Walk north. Look at the left advert. Look at the right advert. Look at the computer. Use the voucher on the pizza-man. 312 Use the resize gun on the mini martoni. Use the martoni on the vodka. Walk south, west, southwest. Talk to James Bond. 3 Use the martoni with vodka on James Bond. Look at the pics. Look at the bikini top of the right picture. Look at the bikini bottom. Look at the address. Use the pics on the map. Use the remote control. Use button 1. Look at the steering wheel. Use the trim on the thing inserter. Look at the condoms machine. Use the condoms machine. Open the car. Talk to the doorman. 333 Look at the boys. Talk to the barman. 1 Talk to Fred. Use the gun. Talk to the barman. 1 Use the Play Car magazine on the thing inserter. Look at the great mansion. Use the intercom. Use the intercom. Use the intercom. Use the intercom. Use the K-00,5-R40 on the bar. Walk to the rear of the house, to the door. 24113 Take the flowers. Look at the pic of Spencer Tunick. Use the K-00,5-R40 on the sofa. Look at the mansion map. Go to the cleaning room. Use the crumpled CD on the iron. Open the washing machine. Look at the open washing machine. Use the G-string on Homer. Look at the mansion map. Go to the living room. Use the ironed CD on the stereo. Look at the mansion map. Go to the theatre. Look at the mansion map. Go to the gym. Take the medieval device. Open the closet. Take the rod. Look at the mansion map. Go to the theatre. Take the hat. Look at the hat. Look at the mansion map. Go to the music room. Look at Chus. Look at Levi’s Perisley. Use the dance floor. Look at the turkey. Take the pineapple juice. Use the resize gun on the pineapple juice. Look at the mansion map. Go to the game room. Look at the mansion map. Go to the bathroom. Use the rod on the fishtank. Open the screen. Use the bath. Look at the mansion map. Go to the library. Use the computer. Open the door. Look at the mansion map. Go to the cook’s room. Take the Roquefort cheese. Look at the mansion map. Go to the gardener’s room. 22 Take the tomatoes. Take the carrots. Look at the mansion map. Go to the cinema. Take the butter. Look at the mansion map. Go to the guest’s room. Look at the mansion map. Go to Harry’s room. Open the drawer. Look at the note. Look at the mansion map. Go to Mar Jane’s room. Open the closet’s door. Open the closet’s door. Look at the mansion map. Go to the kitchen. Talk to the French cooker. 21122 Take the knife. Use the knife on the grill. Use the knife on the oven. Use the knife on the dishwasher. Open the fridge. Take the note from the fridge. Use the recipe on the books. Look at the cookbook. Open the microwave. Use the milk on the microwave. Use the cheese on the microwave. Use the big pineapple juice on the future meal. Use the roquefort sauce on the future meal. Use the anchuvas pizza on the future meal. Use the butter on the future meal. Use the carrot on the future meal. Use the rabbit on the future meal. Use the tomato on the future meal. Use the herbs on the future meal. Use the fish on the future meal. Look at the mansion map. Go to the kitchen. Look at the grill. Look at the microwave. Look at the future meal. Look at the mansion map. Go to the entry. Walk to the rear of the house. Take the turkey feather. Walk southeast. Use the feather on the mailbox. Look at the evil note. Use James. Talk to Mar. 23 Use Harry. Talk to Peris. 222 Look at the mansion map. Go to the kitchen. Look at the future meal. Look at the mansion map. Go to the living room. Use the stereo. Look at the mansion map. Go to the cleaning room. Look at the open washing machine. Use Harry. Look at the graffiti at the far left 11 times. Walk southwest to the school entry. Talk to the caretaker. 22 Walk to the stairs. Open the far right classroom door. Take the keys. Look at Loafer magazine. Open the door. Walk to the stairs, to the playground. Use the keys of the school on the gym door. Use James. Talk to JK. 131413121 Give the Homer with panties to JK. Walk to the school entry. Talk to the caretaker. 222234 Use Mar. Talk to JK. 11 Walk to the school entry. Talk to the caretaker. 11 Use James. Walk to the stairs. Open the left classroom door. Use the knife on Alvarito. Use the indian arrow on Alvarito. Use the medieval device on Alvarito. Talk to the teacher. 1 Talk to the teacher. 4 Talk to the teacher. 4 Talk to the teacher. 4 Get the paper from the wall. Open the right classroom door. Look at Marta’s panties on Sharon. Talk to the teacher. 4 Talk to the teacher. 4 Talk to the teacher. 4 Talk to the teacher. 2 Talk to the teacher. 4 Talk to the teacher. 4 Talk to the teacher. 4 Walk to the stairs. Use the advertising paper on the caretaker. Take the golden key. Use the golden key on the principal’s office door. Take the flat cap. Look at the Tranger picture. Use the key on the drawer. Walk southwest, to the playground. Give the dietary to JK. Open the gym door. 12 Use the K-00,5-R40 on the rope. Take the hockey stick. Walk east, to the school entry. Use the hockey stick to Mar. Use Mar. Walk to the stairs. Open the women’s toilet. Take the revolting stain. Look at the mirror. Open the left door. Open the right door. Open the right door. Open the right door. Use the hockey stick on the hatch. 3242514241

Superhero League of Hoboken

Walk upstairs. Turn on Matilda. Read through the missions before exiting Matilda. Walk downstairs. Go to the lunch room. Add Robomop. Add Iron Tummy. Complete the team with any member you like. Make sure you take the equipment of inactive members. Open the storage cabinet. Take all items. Divide the armour and weapons among the party members. Make Crimson Tape drink the aqua-colored isotope. Make sure Crimson Tape also drinks a similar potion to raise his “Really Good at Treading Water” ability to over 50%. Walk west. Make your way to grid (6,8) in sector 2C. Enter Newark. Make your way to grid (10,2) in Newark. Enter the building. Use the Eat Spicy Food Without Distress ability on the jalapenos. Take the rag. Walk northeast. Leave Newark. Make your way to grid (7,10) in sector 2D. Enter the church. Look at the greeting card. Break the flower pot. Take the magnet. Enter the church. Take the dirt. Walk south. Make your way to grid (8,8) in sector 2D. Enter the village. Walk west to the Pawn Shop. Buy the cheese-eating microbes. Buy the can of sheep spray. Walk east, south. Make your way to grid (7,11) in sector 2C. Enter the village. Spray the spray on the sheep. Put the rag on the sheep drool. Walk south. Make your way to grid (12,8) in sector 2C. Enter the village. Open the trunk. Pour the cheese-eating microbes on the Limburger Bomb. Put the rag on the puddle of fluid. Walk south. Make your way to grid (4,12) in sector 2C. Enter the building. Take the warranty. Read the warranty. Put the rag on the plorpium plating. Walk north. Use the Clean Almost Any Mess ability on the mess. Unplug the power cord. Take the 100w light bulb. Take the cone. Walk south, south. Make your way to grid (13,9) sector 2C. Enter the SLH Headquarters. Open the storage cabinet. Take all items. Go to the lunch room. Add Mademoiselle Pepperoni. Add Treader Man. Complete the team. Redistribute any equipment. Walk upstairs. Turn on Matilda. Read through the missions before exiting Matilda. Go down, down. Open the compartment. Take the Sinatra tape. Take the painting. Go up, west. Make your way to grid (7,6) sector 2C. Enter the control tower. Open the locker. Take the pappy outfit. Walk north. Make your way to grid (13,6) sector 2D. Enter the bazaar. Wear the pappy outfit. Walk northeast. Talk to the old man. 2 Remove the pappy outfit. Talk to the old man. 2 Take the plastic egg. Walk southwest, south. Make your way to grid (6,8) in sector 2C. Enter Newark. Make your way to grid (9,10) in Newark. Enter the subway. Take the plastic tubing. Enter the tubecar. Take the bowdlerizer. Go up. Make your way to grid (6,5) in Scranton. Enter the school. Shoot the bowdlerizer at the issues. Walk south. Make your way to grid (11,8) in Scranton. Enter the subway. Enter the tubecar. Go up. Leave Newark. Make your way to grid (4,5) sector 1C. Enter the factory. Talk to the strikers. 211 Take the frosted panel. Take the 98w light bulb. Put the 100w light bulb in the socket. Take the avocado. Take the guacamole. Walk north. Make your way to grid (12,7) sector 1B. Enter the village. Walk southeast. Buy the 50y transmitter. Walk northwest, south. Make your way to grid (13,9) sector 1B. Enter the mansion. Walk north. Look at the toupee. Take the bust. Put the magnet on the shelf. Wait until the warlord leaves. Take the paperweight. Walk south. Make your way to grid (7,6) sector 2C. Enter the control tower. Go up. Give the paperweight to the Collector. Give the plastic egg to the Collector. Give the avocado to the Collector. Give the coal to the Collector. Go up. Open the 50y transmitter. Put the Sinatra tape in the 50y transmitter. Close the 50y transmitter. Turn on the 50y transmitter. Go down, north. Make your way to grid (13,9) sector 2C. Enter the SLH Headquarters. Open the storage cabinet. Take all items. Go up. Turn on Matilda. Read through the missions before exiting Matilda. Turn on the chatterbox. Go down, to the lunch room. Add Treader Man. Complete the team. Walk west. Make your way to grid (9,9) sector 2D. Enter the mansion. Take the fur coat. Take the coat rack. Read the coat rack. Take the plastic case. Walk south. Make your way to grid (9,12) sector 1C. Enter the building. Put the souvenir stand on the unfaded spot. Walk northwest. Make your way to grid (12,7) sector 1B. Enter the village. Walk southeast. Buy the wire cutters. Walk northwest, south. Make your way to grid (11,7) sector 1B. Enter the church. Walk west. Hide under the altar. Wait until you see the foot. Look at the knot. Take the loose board. Cut the wire with the wire cutters. Put the loose board in the gap. Wait until you see the foot. Walk up, east, south. Make your way to grid (7,6) sector 2C. Enter the control tower. Go up. Ride the helicopter. Go down, north. Make your way to grid (14,2) sector 3D. Accept the ride. Make your way to grid (6,9) sector 3D. Enter the village. Walk west. Buy the lead longjohns. Buy the purple tubepass. Buy the orienteering guide. Walk east, northeast. Give the plastic case to the shaman. Walk southwest, south. Make your way to grid (9,5) sector 3D. Accept the ride. Make your way to grid (1,9) sector 4C. Enter the village. Walk south. Make your way to grid (10,3) sector 3C. Enter the control tower. Go up. Ride the helicopter. Go down, north. Make your way to grid (5,8) sector 1C. Enter the village. Take the placard. Walk south. Fight the nasties until you receive the red tubepass. Make your way to grid (6,8) in sector 2C. Enter Newark. Make your way to grid (9,10) in Newark. Enter the subway. Go down. Enter the tubecar. Go up, up. Make your way to grid (10,6) in Phildelphia. Enter the building. Put the plastic tubing in the crack. Put the plastic tubing on the nitrous can. Shake the nitrous can. Raise the liberty bell. Take the whistle. Walk north. Make your way to grid (5,8) in Phildelphia. Enter the subway. Go down. Enter the tubecar. Go up, up. Leave Newark. Make your way to grid (7,6) sector 2C. Enter the control tower. Go up. Ride the helicopter. Go down, north. Make your way to grid (13,7) sector 3C. Enter the building. Put the placard on the framework. Take the green tubepass. Walk east. Make your way to grid (10,3) sector 3C. Enter the control tower. Go up. Ride the helicopter. Go down, north. Make your way to grid (13,9) sector 2C. Enter the SLH Headquarters. Go up. Turn on Matilda. Read through the missions before exiting Matilda. Turn on the chatterbox. Go down, to the lunch room. Add Treader Man. Complete the team. Walk west. Make your way to grid (6,8) in sector 2C. Enter Newark. Make your way to grid (9,10) in Newark. Enter the subway. Go down. Enter the tubecar. Go up, up. Make your way to grid (7,1) in Phildelphia. Enter the sewer. Make your way to grid (16,1) in the Phildelphia sewer. Defeat the nasties to receive the ledger. Make your way to grid (7,7) in the Phildelphia sewer. Enter the manhole. Take the chewing gum. Go up. Make your way to grid (7,1) in the Phildelphia sewer. Leave the sewer. Fight the nasties until you receive the brown tubepass. Make your way to grid (6,5) in Phildelphia. Enter the building. Defeat the nasties to join King Midas to your league. Make your way to grid (5,8) in Phildelphia. Enter the subway. Go down. Enter the tubecar. Go up, up. Leave Newark. Make your way to grid (7,6) sector 2C. Enter the control tower. Go up. Ride the helicopter. Go down, north. Make your way to grid (7,10) sector 3C. Enter the building. Blow the whistle. Take the mouse carcass. Take the ecru bedistor. Walk southeast. Make your way to grid (14,2) sector 3D. Accept the ride. Make your way to grid (3,2) sector 3D. Enter the stadium. Pour the aluminium-eating microbes on the strongbox. Take the strange ball. Walk southwest. Make your way to grid (1,10) sector 3C. Enter downtown New York. Make your way to (3,9) in downtown New York. Enter Times Square. Give the strange ball to Dick Clark. Take the ochre bedistor. Walk east. Make your way to (7,3) in downtown New York. Enter the Empire State building. Go down. Enter the tubecar. Go up. Make your way to (8,3) in New Haven. Enter the circle. Make your way to (2,9) in New Haven. Read the plaque. Walk east. Take the washing machine. Walk west. Put the washing machine on the right spot. Get on the left spot. Wait until the alumni appear. Walk south. Make your way to (9,7) in New Haven. Enter the subway. Enter the tubecar. Go up, south. Leave New York. Make your way to grid (9,5) sector 3D. Accept the ride. Make your way to grid (10,3) sector 3C. Enter the control tower. Go up. Ride the helicopter. Go down, north. Make your way to grid (9,5) sector 3D. Accept the ride. Make your way to grid (10,3) sector 3C. Enter the control tower. Go up. Ride the helicopter. Go down, north. Make your way to grid (1,10) sector 1A. Enter the village. Walk northeast. Buy the teal isotope. Make one of the heroes other than Crimson Tape drink the teal isotope. Now you can walk through deep water. Walk southwest, south. Make your way to grid (1,9) sector 1A. Enter the building. Talk to the coach. 2 Take the maroon bedistor. Walk east. Make your way to (5,10) sector 3D. Enter the subway. Enter the tubecar. Go up. Make your way to (12,2) in Poughkeepsie. Break the lock. Make your way to (3,6) in Poughkeepsie. Enter the subway. Enter the tubecar. Go up. Make your way to grid (1,11) sector 3C. Enter uptown New York. Make your way to (15,5) in uptown New York. Enter the vault. Look at the metal rod. Look at the printout. Put the metal rod in the fourth hole. Take the frozen corpus. Go up. Leave uptown New York. Make your way to grid (3,2) sector 3D. Enter the stadium. Put the maroon debistor in the maroon socket. Put the mauve debistor in the mauve socket. Put the ecru debistor in the ecru socket. Put the ochre debistor in the ochre socket. Put the frozen corpus in the booth. Close the booth. Push the blue button. Open the booth. Walk southwest. Make your way to grid (13,9) sector 2C. Enter the SLH Headquarters. Go up. Turn on Matilda. Read through the missions before exiting Matilda. Turn on the chatterbox. Go down, to the lunch room. Add Treader Man. Add King Midas. Complete the team. Walk west. Make your way to grid (9,12) sector 1C. Enter the building. Take the uniform. Take the wooden teeth. Take the wig. Walk northwest. Make your way to (5,10) sector 3D. Enter the subway. Enter the tubecar. Go up. Make your way to (16,7) in Poughkeepsie. Enter the mansion. Wear the wig. Wear the uniform. Wear the wooden teeth. Walk north. Talk to the warlord. 2 Walk south, south. Make your way to (3,6) in Poughkeepsie. Enter the subway. Enter the tubecar. Go up. Make your way to grid (1,10) sector 3C. Enter downtown New York. Make your way to (7,3) in downtown New York. Enter the Empire State building. Go down. Enter the tubecar. Go up. Make your way to (2,9) in New Haven. Walk east. Take the termite hatcher. Walk west, south. Make your way to (7,12) in New Haven. Enter the cave. Take the sheet of music. Practice the sheet of music. Sit at the grand piano. Play the grand piano. Take the sandbag. Open the sandbag. Go up. Enter the circle of light. Walk northeast. Make your way to (9,7) in New Haven. Enter the subway. Enter the tubecar. Go up, south. Make your way to (5,12) in downtown New York. Enter the building. Give the Rah Kett totem to the Rah Kett leader. Walk west. Make your way to (16,9) in downtown New York. Enter the building. Give the Yu Wen totem to the Yu Wen leader. Walk northwest. Leave downtown New York. Make your way to grid (8,4) in sector 4D. Make your way to grid (12,6) sector 4D. Enter the mansion. Look at the wobbly table. Take the video tape. Walk south. Make your way to grid (2,4) in sector 1A. Make your way to grid (1,9) sector 1A. Enter the building. Give the video tape to the curator. Walk east. Make your way to grid (1,10) sector 1A. Enter the village. Walk northeast. Buy the termite eggs. Walk southwest, south. Make your way to grid (2,4) sector 2A. Enter the village. Walk southeast. Talk to the shaman. 16 Walk northwest, southwest. Talk to the merchant. 26 Walk northeast, northeast. Talk to the innkeeper. 111116 Walk southwest, northwest. Talk to the madam. 14 Walk southeast, southeast. Talk to the shaman. 16 Walk northwest, northwest. Talk to the madam. 14 Give the fur coat to the madam. Use the Midas Touch ability on the mouse carcass. Use the Midas Touch ability on the printout. Give the scarf to the madam. Walk southeast, northeast. Give the brothel rates to the innkeeper. Walk southwest, southwest. Give the hostelry rates to the merchant. Walk northeast, southeast. Give the hardware rates to the shaman. Walk northwest, south. Make your way to grid (12,2) sector 1B. Enter the subway. Enter the tubecar. Go up, up. Make your way to grid (4,4) in Atlantic City. Enter the building. Put the casino coin in the slot. Put the casino coin in the slot. Put the casino coin in the slot. Put the casino coin in the slot. Go up. Open the termite hatcher. Put the termite eggs in the termite hatcher. Close the termite hatcher. Turn on the termite hatcher. Open the termite hatcher. Go down, west. Make your way to grid (11,7) in Atlantic City. Enter the subway. Go down. Enter the tubecar. Go up. Make your way to grid (13,9) sector 2C. Enter the SLH Headquarters. Go up. Turn on Matilda. Read through the missions before exiting Matilda. Turn on the chatterbox. Go down, to the lunch room. Add Princess Glovebox. Add Treader Man. Add a hero with at least 50% Really Good At Treading Water ability. Complete the team. Walk west. Make your way to grid (12,2) sector 1B. Enter the subway. Enter the tubecar. Go up, up. Make your way to grid (15,9) in Atlantic City. Investigate the excavation. Make your way to grid (11,7) in Atlantic City. Enter the subway. Go down. Enter the tubecar. Go up. Make your way to grid (8,10) sector 2B. Enter the village. Walk northwest. Use the Refold Road Maps ability on the road maps. Take the can of bud. Walk southeast, southeast. Buy the silver tubepass. Walk northwest, south. Make your way to grid (1,11) sector 3C. Enter uptown New York. Make your way to grid (12,7) in uptown New York. Enter the sewer. Make your way to grid (5,6) in uptown New York sewer. Enter the subway. Enter the tubecar. Go down. Enter the tubecar. Go up. Fight nasties until you receive the paperclip. Make your way to grid (15,2) in Middleton-Harrisburg. Open the deactivation unit. Put the paperclip on the electrodes. Pull the orange lever. Put the chewing gum on the hole. Pull the orange lever. Take the uranium pellet. Walk southeast. Make your way to grid (9,4) in Middleton-Harrisburg. Enter the village. Walk west. Take the master tubepass. Walk east, south. Make your way to grid (14,9) in Middleton-Harrisburg. Enter the subway. Enter the tubecar. Go up. Enter the tubecar. Find and defeat all alligators in the New York sewer. Make your way to grid (12,12) in New York sewer. Leave New York. Make your way to grid (6,8) in sector 2C. Enter Newark. Make your way to grid (9,10) in Newark. Enter the subway. Enter the tubecar. Go up. Make your way to grid (4,11) in Scranton. Enter the village. Put the newspaper pile in the basket. Wait until the newspaper are gone. Walk south. Make your way to grid (11,8) in Scranton. Enter the subway. Enter the tubecar. Go up. Leave Newark. Make your way to grid (13,6) sector 2C. Enter the Statue of Liberty. Take the android manual. Look at the android manual. Open the can of Bud. Put the uranium pellet in the can of Bud. Put the alligator poop in the can of Bud. Put the cone in the can of Bud. Put the mushroom soup in the cone. Go up. Give the can of Bud to Andy Android. Go up. Go down, northeast. Make your way to grid (13,9) sector 2C. Enter the SLH Headquarters. Go up. Turn on Matilda. Read through the missions before exiting Matilda. Turn on the chatterbox. Go down, to the lunch room. Add Treader Man. Add The Mighty Magnitude. Add a hero with at least 50% Really Good At Treading Water ability. Complete the team. Walk west. Make your way to grid (6,8) in sector 2C. Enter Newark. Make your way to grid (9,10) in Newark. Enter the subway. Enter the tubecar. Go up. Make your way to grid (15,9) in Scranton. Use the Superpower of Ten on the bananas. Use the Superpower of Ten on the bananas. Use the Superpower of Ten on the bananas. Take the bananas. Walk west. Make your way to grid (11,8) in Scranton. Go down. Enter the tubecar. Go up. Make your way to grid (4,9) in Buffalo-Niagara. Enter the village. Walk northeast. Buy l’isotope blanc. Make any hero in your party drink the white isotope. Walk southwest, south. Make your way to grid (12,1) in Buffalo-Niagara. Use the Beaver Jaw ability on the American Elm tree. Use the Superpower of Ten ability on the American Elm tree. Walk east. Make your way to grid (3,11) in Buffalo-Niagara. Make your way to grid (7,7) in Buffalo-Niagara. Make your way to grid (7,6) in Buffalo-Niagara. Give the plowshare to Farmer Ben. Give the pruning hook to Farmer Ben. Give the wooden barrel to Farmer Ben. Walk southeast. Make your way to grid (15,1) in Buffalo-Niagara. Enter the subway. Enter the tubecar. Go up. Enter the tubecar. Go up. Leave Newark. Make your way to grid (1,10) sector 3C. Enter downtown New York. Make your way to (7,3) in downtown New York. Enter the Empire State building. Push the elevator call button. Walk east. Use the Superpower of Ten on the bananas. Use the Superpower of Ten on the bananas. Use the Superpower of Ten on the bananas. Turn off the giant projector.

The Hitchhiker’s Guide to the Galaxy

> TURN ON LIGHT > STAND UP > TAKE GOWN > WEAR GOWN > LOOK IN POCKET > TAKE ANALGESIC > TAKE TOOTHBRUSH > TAKE SCREWDRIVER > TAKE PHONE > LOOK UNDER BED > OPEN CURTAIN > LEAVE > TAKE JUNK MAIL > SOUTH > STOP BULLDOZER > BRUSH TEETH > READ MAIL > ENJOY MUD > FORD, WHAT ABOUT MY HOUSE > FOOTNOTE 2 > FORD, WHAT ABOUT MY HOME > PROSSER, WHAT IS THE TIME > TALK TO BULLDOZER DRIVER > PROSSER, WHAT IS THE OBJECT OF THE GAME > FORD, WHAT IS THE OBJECT OF THE GAME > SOUTH > WEST > LOOK AT SHELVES > BUY CHEESE SANDWICH > DRINK BEER > DRINK BEER > DRINK BEER > EAST > GIVE SANDWICH TO DOG > NORTH > PROSSER, WHAT ABOUT MY HOME > ENJOY HOME > HIT PROSSER > TAKE DEVICE > LOOK AT THE LIGHT > PUSH GREEN BUTTON > ENJOY DARKNESS > FOOTNOTE 1 > LOOK > LOOK > LOOK > LOOK Note that you now can smell something.br; > SMELL DARKNESS > LOOK AT SHADOW > EAT PEANUTS > FORD, WHAT ABOUT THE EARTH > LOOK AT DISPENSER > PUSH DISPENSER BUTTON > REMOVE GOWN > FOOTNOTE 14 > PUT GOWN ON HOOK > PUSH DISPENSER BUTTON > TAKE TOWEL > PUT TOWEL ON DRAIN > PUSH DISPENSER BUTTON > TAKE SATCHEL > PUT SATCHEL IN FRONT OF PANEL > PUSH DISPENSER BUTTON > PUT JUNK MAIL ON SATCHEL > PUSH DISPENSER BUTTON > PUSH SWITCH Note which word you should enter. > TAKE TOWEL > TAKE GOWN > FOOTNOTE > FOOTNOTE 6 Wait until the Vogon Captain starts his poetry. > ENJOY POETRY Wait until the second verse starts. Note the word you were told to enter. Wait until you are escorted back to the entry point. Replace … in the following command with the word you noted. > TYPE “…” ON KEYBOARD > TAKE ATOMIC VECTOR PLOTTER > CONSULT GUIDE ON ATOMIC VECTOR PLOTTER > CONSULT GUIDE ON IMPROBABILITY PHYSICS > CONSULT GUIDE ON BROWNIAN MOTION Type something the program won’t accept. Wait until you are ejected into space. > FOOTNOTE 9 > LOOK > LOOK > LOOK > LOOK Note that you now can hear something. > HEAR DARKNESS > AFT > WAIT > DROP ATOMIC VECTOR PLOTTER > DROP TOWEL > DROP GOWN > DOWN > SOUTH > SOUTH > DROP TOOTHBRUSH > DROP SCREWDRIVER > SOUTH Repeat until you reach the Engine Room. > LOOK > LOOK > FOOTNOTE 10 > TAKE GENERATOR > NORTH > NORTH > UP > DROP GENERATOR > DOWN > WEST > CONSULT GUIDE ON NUTRIMAT > TOUCH PAD > TAKE TEA SUBSTITUTE > LOOK IN CARTON > TAKE GUN > EAST > UP > DROP TEA SUBSTITUTE > TAKE TOWEL > PUT SMALL PLUG IN ATOMIC VECTOR PLOTTER > PUT LONG DANGLY BIT IN TEA SUBSTITUTE > PUSH SWITCH The next five parts may be played in any order. After that, return to the Heart of Gold. > SMELL DARKNESS > LOOK AT SHADOW > SHOOT BEAST > SHOOT BEAST > SHOOT BEAST > FOOTNOTE 7 > EAST > CONSULT GUIDE ON RAVENOUS BUGBLATTER BEAST OF TRAAL > TAKE SHARP STONE > SAY ARTHUR DENT > CLOSE EYES > COVER EYES WITH TOWEL > CARVE NAME IN MEMORIAL > CARVE ARTHUR IN MEMORIAL > REMOVE TOWEL > FOOTNOTE 5 > WEST > SOUTHWEST > TAKE INTERFACE Wait until you return to the Darkness. Note that you now can hear something. > HEAR DARKNESS > AFT > SOUTH > WEST > OPEN NUTRIMAT > SMASH CIRCUIT BOARD > PUT INTERFACE IN NUTRIMAT > EAST > SOUTH > DROP CHIPPER > DROP TOWEL > DROP GUN > NORTH > UP > PUSH SWITCH > NORTH > OPEN SATCHEL > GIVE TOWEL TO ARTHUR > IDIOT > GO TO PROSSER > PROSSER, LIE DOWN IN THE MUD > SOUTH > WEST > BUY BEER > BUY PEANUTS > TAKE FLUFF > DRINK BEER > DRINK BEER > EAST > NORTH > GIVE FLUFF TO ARTHUR > PROSSER, WHAT ABOUT THE HOUSE > CLOSE SATCHEL Wait until you return to the Darkness. Wait until you can hear something. > HEAR DARKNESS > AFT > SOUTH > UP > PUSH SWITCH > HEAR DARKNESS > AFT > TAKE AWL > LOOK AT SUN > LOOK AT THIRD PLANET > LISTEN TO VL’HURG LEADER Wait until you are transported. Walk around the maze until you encounter the black particle. > READ MARKINGS > REMOVE PARTICLE Wait until you can hear something. > HEAR DARKNESS > AFT > SOUTH > SOUTH > DROP AWL > NORTH > UP > PUSH SWITCH > FEEL DARKNESS > DRINK LIQUID > LOOK AT ARTHUR > DROP WINE > TAKE FLUFF > OPEN HANDBAG > PUT FLUFF IN HANDBAG > TAKE WINE > COUNT HORS D’OEUVRES > LOOK AT PHIL Wait until you return to the Darkness. Wait until you can hear something. > HEAR DARKNESS > AFT > SOUTH > UP > PUSH SWITCH > LOOK AT DARKNESS > LOOK AT LIGHT > FOOTNOTE 3 > PUSH AUTOPILOT BUTTON > PUSH AUTOPILOT BUTTON > PUSH AUTOPILOT BUTTON > FOOTNOTE 13 > STEER TO ROCKS > LOOK UNDER PILOT SEAT > TAKE TOOL BOX > UNLOCK TOOL BOX WITH KEY > STAND UP > NORTH > READ BANNER > FOOTNOTE 15 > WALK TO PLATFORM > EAST > NO Wait until Trillian attacks. > GUARDS, DROP YOUR RIFLES > TRILLIAN, SHOOT THE RIFLES > EAST Wait until you can hear something. > HEAR DARKNESS > AFT > SOUTH > UP > PUSH SWITCH Make your way to the Nutrimat on the Heart of Gold. > TOUCH PAD > EAST > UP > PUT LARGE PLUG IN LARGE RECEPTACLE > DROP ALL BUT THUMB > WAIT > DON’T PANIC > PUSH SWITCH > DOWN > WEST > TAKE TEA > EAST > UP > DROP TEA > REMOVE LONG DANGLY BIT > PUT LONG DANGLY BIT IN TEA > PUSH SWITCH Wait until you can feel something warm and squishy. > FEEL > DRINK LIQUID > TAKE POT > PUSH GREEN BUTTON > PUSH RED BUTTON > GIVE THUMB TO ROBOT > WAIT > SHOW GUARANTEE TO ROBOT > PUSH GREEN BUTTON Wait until you can hear a hum far above. > HEAR DARKNESS > AFT > SOUTH > UP > CONSULT GUIDE ON FLUFF > FOOTNOTE 8 > OPEN HANDBAG > TAKE SATCHEL FLUFF > PLANT SATCHEL FLUFF IN POT > TAKE POCKET FLUFF > PLANT POCKET FLUFF IN POT > TAKE JACKET FLUFF > PLANT JACKET FLUFF IN POT > TAKE PINCER > TAKE TWEEZERS > DOWN > SOUTH > DROP TWEEZERS > DROP PINCER > DOWN > TAKE FLUFF > PLANT FLUFF IN POT > TAKE LASER-ASSISTED MONKEY WRENCH > UP > DROP ALL BUT POT > SOUTH > TAKE ALL > NORTH > DROP ALL BUT POT > OPEN SCREENING DOOR > NORTH > UP > CONSULT GUIDE ON INTELLIGENCE > WEST > WEST > LOOK AT PLANT > TAKE FRUIT > DROP PLANT > TAKE TEA > TAKE NO TEA > DOWN > SOUTH > OPEN SCREENING DOOR > DRINK TEA > WEST > TAKE CHISEL > MARVIN, OPEN HATCH > EAST > DROP CHISEL > EAT FRUIT Note which tool you need and take it. > DOWN > DROP THING > EAST Wait until Marvin asks for the tool. Give the tool to Marvin. > WEST > LEAVE

The Great Stroke-Off

Interact with the door. Talk to uncle Ernie. Talk to uncle Ernie. 3 While uncle Ernie is distracted, pick up the hot dogs. Wait until uncle Ernie returns to his spot. Talk to uncle Ernie. 4 While uncle Ernie is distracted, pick up the key. Interact with the door. Walk to the toilet. Use the big key with the toolshed. Interact with the toolshed. Pick up the fishing net. Pick up the screwdriver. Pick up the chainsaw. Walk south. Interact with the toilet door. Use the fishing net with the toilet. Interact with the door. Walk west, to the mini-golf course. Interact with the trash bin. Walk west, to the arkade. Interact with the arcade door. Eat the hot dog. Use the half of the hot dog with the small hole. Interact with the door. Interact with the arcade door. Interact with the small hole. Use the quarter with the coin slot. Interact with the coin return tray. Interact with the door. Walk south, to the haunted house. Interact with the door. Look at the odd mirror. Use the screwdriver with the odd mirror. Pick up the odd mirror. Interact with the ladder. Interact with the lever. Use the screwdriver with the gears. Interact with the lever. Interact with the ladder. Walk to the west side. Interact with the ghost. Walk west, east, east. Interact with the door. Use the red ball with the ball washer. Use the blue ball with the ball washer. Use the white ball with the ball washer. Use the yellow ball with the ball washer. Interact with the ball washer. Interact with the door. Walk to the mini-golf course. Choose the nerds. Walk west, to the toilet. Use the chainsaw with the old tree. Use the chainsaw with the fallen tree. Interact with the toolshed. Pick up the batteries. Walk south, west, to the mini-golf course. Give the batteries to Dexter. Walk east, west, west, to the arkade. Interact with the arcade door. Interact with the small hole. Walk east. Use the quarter on Drunken Violent Bums. Interact with Drunken Violent Bums. Win a game. Interact with each of the coin return trays. Use the dime with the coin slot of the bubble gum machine. Pick up the bubble gum. Eat the piece of gum. Use the chewed bubble gum with the broken ruler. Walk west. Interact with the door. Walk south, to the mini-golf course, east, east, to Dexter. Use the mirror with the dark bushes. Walk west, west, west. Interact with the door. Pick up the rags. Use the rag with the mirror. Interact with the door. Walk to the mini-golf course, east, east. Use the mirror with the dark bushes. Walk west, west, west, to the arkade. Interact with the arcade door. Walk east. Give the white ball to Nora. Walk west. Interact with the door. Walk south. Interact with the door. Choose the punks. Walk west, to the arkade. Interact with the arcade door. Interact with the small hole. Walk east. Use the quarter on Drunken Violent Bums. Interact with Drunken Violent Bums. Win a game. Interact with each of the coin return trays. Use the dime with the coin slot of the bubble gum machine. Pick up the bubble gum. Eat the piece of gum. Walk west. Interact with the door. Walk south, to the mini-golf course. Use the chewed bubble gum with the klown hole. Walk east, east, west. Talk to Nora. 22 Walk west, west, to the haunted house. Interact with the door. Walk to Nora. Use the chainsaw with the ghost. Walk west, east, east, to the mini-golf course, east, east, to Ivan Trash. Use the mirror with the dark bushes. Walk west, west, west, to the arkade. Interact with the arcade door. Walk east. Give the white ball to Gunther Grunge. Walk west. Interact with the door. Walk south. Interact with the door.

Garfield: Attack of the Mutant Lasagna

Pick up the blanket. Look at the bed. Pick up the bed. Walk east. Open the middle door. Walk through the middle door. Pick up the bucket. Walk east, west. Use the bucket on Odie. Walk east. Open the left door. Walk through the left door. Pick up the scissors. Open the far closet door. Pick up the pants. Pick up the shirt. Use the full bucket on Jon. Walk west. Talk to Odie. 1 Walk east. Open the right door. Walk through the right door, west. Climb the chair. Kick Odie. Climb the chair. Walk east. Walk north. Open the left door. Walk through the left door. Pick up the pillow. Walk north, through the right door. Use the key on the back door. Open the back door. Walk east. Pick up the stick. Walk east, north. Use the stick on the mousetrap. Take the cheese. Walk south. Talk to the mouse hole. 23 Give the cheese to Squeaky. Walk south, through the right door. Use the lockpad key on the fridge security system. Open the fridge door. Pick up the food. Use the scissors on the sealed container. Open the container. Use the special soup on the mutant. Move the stool. Climb the stool. Open the cupboard doors. Pick up the medical stuff. Climb the stool. Use the notepad on Liz. 123 Walk west. Go to the alley. 11112 Talk to Arlene. 223 Use the blanket on the hole. Walk east. Use the scissors on the poster. Walk west. Climb the ladder. Walk south. Go to the outskirts. Use the stick on the mutant. Use the cardboard leg on the tree. Go to Jon’s parents’ house. Give the letter to Jon’s mum. Walk west. Go to the barn. Move the blue switch. Take the straw. Use the straw on the auto=spinning-wheel. Move the red switch. Move the red switch. Use the cotton on the auto-spinning-wheel. Walk north. Go to the forest. Leap across the solid stones to the other side. (second stone from the left, NE, NE, E, NW, W, NW, NW) Walk north. Use the rope on the branch. Swing. Walk east. Pick up the mushrooms. Walk south. Swing. Walk west. Leap to the right-most stone. Walk south. Go to the big lab. Use the bucket on the green stream. Walk south. Go to Jon’s parents’ house. Give the mushroom to Jon’s mum. Give the toxic bucket to Jon’s mum. Walk west. Go to the road, to Liz’s vet. Walk west. Go to Yuck TV. Walk through the revolving door. Pick up the glue. Walk east. Open the right door. Walk through the right door. Open the cupboard. Pick up the stilts. Walk west, south, through the revolving door, around the corner. Go to the park. Walk to the man. Climb the tree. Use the hair on the man. Use the glue on the bench. Climb the tree. Walk east. Talk to Nermal. 224 Give the wool to Nermal. Walk south. Pick up the smoke bomb. Walk south. Go to the house. Walk south, through the middle door. Pick up the wallet. Walk east, through the right door, east. Pick up the flowers. Walk east, through the left door, west. Pick up the bed. Walk east, south, north. Go to the park. Climb the tree. Use the hair on the man. Climb the tree. Pick up the hat. Walk north. Go to the supermarket. Wear the hat. Walk inside, northwest, west. Pick up the lasagne box. Look at the lasagne box. Walk south. Pick up the mozzarella. Walk south. Pick up the tomatoes. Pick up the spinach. Walk south, north. Pick up the ham. Pick up the ground beef. Walk east. Give the wallet to the cashier. Walk east, southwest. Go to the house. Walk south, through the right door. Walk through the left door, south, north. Go to the alley. Give the lasagna to Guido. Give the flower to Arlene. Walk south. Go to Yuck TV. Walk through the revolving door, east, east. Walk north, upstairs, east. Look at the pipes. Look at the computer terminal. Navigate the computer terminal. Connect the source to set A1 and set A2 through the split. Walk west, downstairs, south, through the revolving door, around the corner. Go to Liz’s vet. Walk west. Go to the park. Walk east. Talk to Nermal. Walk east. Go to the alley. Talk to Guido. Talk to Arlene. Walk south. Activate the smoke bomb.

Gobliiins

Hit the archway. Pick up the horn. Use the horn on the door. Enchant the stick. Pick up the pickaxe. Leave. Enchant the second apple from the left. Enchant the rightmost apple. Hit the left big apple from the right. Hit the right big apple. Pick up the left big apple. Use the big apple on the bridge. Pick up the right big apple. Use the big apple on the bridge. Pick up the pickaxe. Use the pickaxe on the glint. Pick up the diamond. Leave. Use the diamond on the door. Leave. Pick up the left pot. Use the pot on the right plant. Enchant the left plant. Climb up the left plant. Hit the big book. Pick up the diamond. Give the diamond to the sorceror. Leave. Enchant the root. Hit the statue eye. Pick up the mask. Move the techician onto the tongue. Enchant the object on top of the coffin. Move the magician onto the tongue. Hit the statue eye. Wait for the monster to return to the coffin. Hit the statue eye. Pick up the mushroom. Leave. Climb up the strand of web. Hit the right small webbing. Pick up the pistol. Use the pistol on the large spider. Use the pistol on the stairs. Pick up the pillow. Drop the pillow on the small platform. Enchant the spider. Pick up the spider potion. Leave. Enchant the bag. Pick up the bag. Use the seeds on the field. Hit the scarecrow once the birds arrive. Enchant the right cloud. Pick up the plant. Use the seeds on the wizard. Enchant the skeleton. Enchant the bone. Pick up the flute. Use the flute on the snake. Climb the snake. Move the magicianonto the left side of the southmost plank. Hit the pile of rocks. Move the technician to the left side of the southmost plank. Hit the pile of rocks. Leave. Pick up the meat. Use the meat. Leave. Use the meat on the lower left hole. Enchant the branch. Pick up the windsock. Move the magician to the end of the enlarged branch. Pull the enlarged branch. Enchant the cork. Move the technician to the end of the enlarged branch. Pull the enlarged branch. Pick up the cork. Use the cork on the top left hole. Pick up the windsock. Hit the lower right hole. Use the windsock on the top right hole. Leave. Use the bird on the dog. Enchant the dog. Hit the left door. Leave. Pick up the feather. Use the feather on the skeleton foot. Pick up the cup and ball. Use the cup and ball on the skeleton hand. Pick up the key. Use the key on the cage. Enchant the feather. Pick up the flyswatter. Use the flyswatter on the insect. Enchant the insect. Pick up the dart. Use the dart on the picture. Pick up the doll. Pick up the yellow elixer. Leave. Enchant the root. Pick up the bird call. Use the bird call on the eggs. Pick up the elixir. Move the technician to the left side of the gate. Wait for the egg to hatch. Hit the walking egg. Enchant the broken egg. Enchant the horn. Use the elixer. While the technician is invisible, move the technician east. Pick up the carrot. Use the carrot on the hole. Move the warrior to the gate. Enchant the rat. While the wizard is distracted, move the warrior east. Leave. Enchant the flat rock. Pick up the stick. Use the stick on the small hole. Pick up the watering can. Use the watering can on the leftmost bush. Use the watering can on the third bush from the right. Enchant the left carrot. Enchant the right carrot. Hit the left carrot. Pick up the key. Use the key on the keyhole. Leave. Hit the cannonball stack. Hit the cannon. Pick up the cannonball. Use the cannonball on the cannon. Hit the cannon. Pick up the matches. Use the matches on the cannon. Pick up the carrot. Use the carrot on the cannon. Hit the cannon. Pick up the matches. Use the matches on the cannon. Use the matches on the fireplace. Hit the cannonball stack. Hit the cannon. Pick up the cannonball. Use the cannonball on the cannon. Hit the cannon. Pick up the matches. Use the matches on the cannon. Enchant the carrot. Pick up the ear trumpet. Use the ear trumpet on Shadwin. Pick up the mallet. Use the mallet on the gong. Pick up the pendulum. Leave. Pick up the stone. Drop the stone on the mark. Enchant the stone. Enchant the flat stone. Enchant the small palm. Hit the pickaxe. Pick up the pickaxe. Use the pickaxe on the ground. Use the pickaxe on the hole. Use the pickaxe on the hole. Use the pickaxe on the hole. Leave. Hit the wood pile. Pick up the log. Use the log on the trap. Drop the log near the warrior. Enchant the log. Enchant the bag. Pick up the seeds. Use the seeds near the warrior. Pick up the deodorant. Use the deodorant on the foot. Pick up the foot. Drop the foot on the ledge opposite of the dragon. Wait until the foot is roast. Pick up the roast. Use the roast on the bridge. Pick up the dagger. Drop the dagger on the ledge opposite of the dragon. Wait until the dagger is enflamed. Pick up the dagger. Leave. Use the dagger on the circle. Move the technician to the statue’s left hand to drop the doll. Move the technician to the circle. Pick up the key. Use the key on the statue’s head. Move the technician to the statue’s left hand. Move the magician to the statue’s left hand. Move the warrior to the statue’s left hand. Hit the bananas. Pick up the banana. Use the banana on the wolf. Pick up the soap. Use the soap on the wolf. Pick up the false nose. Use the false nose on the wolf. Pick up the brown book. Enchant the left portcullis. Leave. Enchant the shield engraving. Hit the lever. Enchant the cork. Use witchcraft on the ear. Drop Witchcraft near the ear. Pick up the item in the left tower. Pick up the bowl. Drop the bowl near the giant’s right eye. Pick up witchcraft. Use witchcraft on the ear. Pick up the bowl of tears. Use the tears on the creature. Pick up the catapult. Leave. Use catapult on bananas. Hit the lever. Move the technician to the fish. Move the magician to the fish. Move the warrior to the fish. Use the catapult on the wizard. Enchant the flat stone. Enchant the bat. Use the catapult on the rope. Pick up the rope. Use the rope on the top hook. Climb the rope. Hit the turtle head. Pick up the catapult. Use the catapult on the spider web. Pick up the empty bag. Drop the empty bag on the ground floor below the spider. Enchant the spider. Pick up the full bag before the spiders escape. Use the full bag on the cauldron.

Goblins 3

Use the toolbox. Use the toolbox. Pick up the golf club. Use the coin on the screw. Pick up the hook. Use the hook on the loop. Use the knotted rope. Use the golf club on the parrot. Use the plunger on Chump. Switch to Chump. Use the weight. Switch to Blount. Pick up the umbrella while Chump holds the weight. Walk to the hand. Switch to Chump. Use the spring board. Switch to Blount. Pick up the tooth. Use the barrel. Use the umbrella on the hole. Use the tooth on the rope. Pick up the umbrella. Use the umbrella on the left hot air. Use the crevice. Talk to Hercules. Use the golf club on Hercules. Talk to Gromelon. Use the golf club on Gromelon. Pick up the toasted bread. Talk to Mac. Use the coin on Mac. Use the golf club on Mac. Pick up the coin. Use the toasted bread on the helmet. Use the golf club on the toasted bread. Take the crumbs. Use the springy stone. Use the crumbs on Banzai. Use the golf club on Banzai. Pick up the shield. Pick up the hand. Use the hand on Kendo. Use the golf club on Kendo. Pick up the hand. Use the shield on the branch. Use the rock. Use the pepper on Zembla. Pick up the wooden club. Switch to Chump. Talk to Django. Switch to Blount. Use the tongue. Use the wooden club on the ladder. Switch to Chump. Talk to Punky. Switch to Blount. Use the stone. Pick up the matches. Use the matches on the top right rough area. Pick up the ladle. Pick up the scythe. Use the scythe on each of the three wisp’s dens. Use the scythe on the tube. Pick up the spectacles. Pick up the tube of water. Use the ladle on the blood. Use the spectacles on the skull. Use the skull. Use the skull. Pick up the spectacles. Use the matches on the wooden leg. Use the water on the fire. Pick up the yellow wisp. Use the blood on the bottle. Pick up the blood. Use the blood on the pedestal. Use the yellow wisp on the bowl. Use the yellow button. Pick up the mirror. Use the blue wisp on the bowl. Use the green hand. Use the mirror on the green hand. Use the cork on the blood. Pick up the blood. Use the red wisp on the bowl. Use the ladle on the yellow wisp. Use the spectacles on the ghost. Use the ladle on the blue wisp. Use the scythe on the red vampire. Use the yellow wisp on the bowl. Use the blue wisp on the bowl. Pick up the dolmen. Pick up the sculpted stone. Use the dolmen on the thorns. Talk to the knight. Walk to the lever. Switch to Chump. Use the meat. Switch to Blount. Talk to the king. Use the princess’ roof. Talk to the knight Brayar. Pick up the hay stack. Use the millstone on the basin. Use the sponge on the fire. Pick up the pitchfork. Use the pitchfork on the meat. Use the memorum on the basin. Use the coin on the ear. Use the pitchfork on the nostril. Walk to the inn. Pick up the spoon. Use the spoon on the rock. Use the crack. Pick up the sugar cube. Use the cup. Switch to Chump. Walk to the spoon. Switch to Blount. Use the sugar cube on the spoon. Pick up the sugar cube. Switch to Chump. Use the paprika. Switch to Blount. Use the meat on the paprika. Switch to Chump. Walk to the hand. Switch to Blount. Use the sugar cube on the customer. Pick up the leash. Use the stone on Korin. Use the sword handle. Use the little animal. Pick up the stick. Use the powder keg. Use the stick on the helmet. Pick up the helmet. Use the stick on the flint. Pick up the flint. Use the flint on the pan flute. Use the flint on the bark. Use the helmet on the glue. Switch to Ooya. Use the rock. Switch to Wynnona. Use the bamboo. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the flint on the stone. Use the dynamite on the rock. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the flint on the stone. Use the dynamite on the brick. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the flint on the stone. Use the dynamite on the ledge. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the glue on the dynamite. Use the flint on the stone. Use the dynamite on the door. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the glue on the dynamite. Use the flint on the stone. Use the dynamite on the wall. Use the small pipes. Use the flint on the small pipe. Pick up the Andes flute. Use the flute on the Inca. Switch to Ooya. Use the condor. Enchant the bamboo. Switch to Wynnona. Pick up the bamboo. Use the big pipe on the hollow. Use the powder on the big pipe. Use the fuse on the big pipe. Use the glue on the dynamite. Use the flint on the stone. Use the dynamite on the grate. Switch to Ooya. Enchant the skull. Switch to Wynnona. Pick up the hairs. Pick up the bamboo. Use the big pipe on the hollow. Use the powder on the big pipe. Use the fuse on the big pipe. Use the glue on the dynamite. Use the flint on the stone. Use the dynamite on the window. Talk to Fourbalus. Walk to the country. Use the spiced meat on the pitchfork. Pick up the coin. Walk to the inn. Use the plunger on the cage. Use the leash on the plunger. Use the leash. Talk to Othello. Use the coin on Othello. Use the key on the door. Use the dragon on the den. Talk to the captain. Use the note on the captain. Take the letter. Pick up the key. Use the leash. Use the key on Othello. Walk to town. Talk to the nanny. Use the umbrella on the hole. Talk to the nanny. Use the hot water bottle on the egg. Walk to the store. Use the coin on the shop keeper. Use the letter on the shop keeper. Pick up the egg. Pick up the key. Use the key on the moon lamp. Use the cupboard. Use the cornice. Use the opening. Use the hammer on the shop keeper. Pick up the coin. Pick up the piece of spaghetti. Use the sofa. Use the spring. Use the hammer on the gidouille trophy. Pick up the gidouille horn. Use the pot. Walk to town. Use the doorbell. Use the doorbell. Walk to the lab. Pick up the boa-boa egg. Use the boa-boa egg on the water bottle. Switch to the left hand. Use the faucet. Use the faucet. Switch to the right hand. Pick up the water. Use the water on the kettle. Pick up the spaghetti. Use the spaghetti on the cold water. Pick up the gidouille horn. Use the horn on the ashtray. Pick up the lighter. Use the lighter on the heater. Use the lighter on the horn. Pick up the burned horn. Use the burned horn on the mixer. Pick up the cooked spaghetti. Use the cooked spaghetti on the mixer. Pick up the broken egg shell. Use the egg shell on the mortar. Pick up the pestle. Use the pestle on the egg shell. Pick up the crushed egg shell. Pick up the crushed egg shell. Use the shell on the mixer. Switch to the left hand. Use the on-off switch. Switch to the right hand. Pick up the growth elixer. Use the growthixir on the baby boa-boa. Use the burned horn on the mixer. Pick up the cooked spaghetti. Use the spaghetti on the mixer. Pick up the crushed egg shell. Use the shell on the mixer. Switch to the left hand. Use the on-off switch. Switch to the right hand. Pick up the growth elixer. Use the growthixir on the bottles. Walk to town. Use the growthixir on the baby boucassier. Use the growthixir on the bud. Use the growthixir on the plant. Switch to Fulbert. Use the floriane plant. Use the floriane plant. Switch to Blount. Pick up the floriane. Pick up the love letter. Use the love letter on the mirror. Use the love letter on the mirror. Use the lever. Use the weight. Switch to Fulbert. Use the lever. Use the plant. Walk to the gap between the roofs. Switch to Blount. Pick up the shoe sole. Switch to Fulbert. Walk to the chimney. Walk to the store. Switch to Wolfy. Use the night stand. Switch to Fulbert. Use the soap. Use the button. Switch to Wolfy. Pick up the soap. Use the hammer on the trap. Pick up the crocomouth bone. Use the hammer on the cabinet. Use the hole. Walk to town, to the lab. Pick up the crocomouth bone. Use the bone on the mortar. Pick up the pestle. Use the pestle on the bone. Pick up the crushed bone. Pick up the crushed bone. Use the crushed bone on the mixer. Switch to the left hand. Use the faucet. Use the faucet. Switch to the right hand. Pick up the water. Use the water on the kettle. Pick up the shoe sole. Use the shoe sole on the kettle. Pick up the floriane flower. Use the flower on the still. Switch to the left hand. Use the faucet. Use the faucet. Switch to the right hand. Pick up the water. Use the water on the kettle. Pick up the lighter. Use the lighter on the heater. Use the lighter on the burner. Pick up the floriane extract. Use the extract on the mixer. Pick up the boiled sole. Use the boiled sole on the mixer. Switch to the left hand. Use the on-off switch. Switch to the right hand. Pick up the speed elixer. Use the speedixir on the bottles. Walk to town. Switch to Fulbert. Walk to the bell. Switch to Blount. Walk to the bell. Use the speedixir on Blount. Use the decoy on the bell. Switch to Fulbert. Walk to the bell. Switch to Blount. Talk to the boucassier. Pick up the feather. Walk to the lab. Pick up the boucassier feather. Use the feather on the ashtray. Pick up the memorum. Use the memorum on the still. Pick up the lighter. Use the lighter on the feather. Use the lighter on the burner. Pick up the feather ash. Use the feather ash on the mixer. Pick up the tears of joy. Use the tears on the mixer. Switch to the left hand. Use the faucet. Use the faucet. Switch to the right hand. Pick up the water. Use the water on the bowl. Pick up the soap. Use the soap on the water. Pick up the coin. Use the coin on the fan. Pick up the key. Use the key on the water. Use the key on the fan. Switch to the left hand. Use the on-off switch. Switch to the right hand. Pick up the elixer to grow wings. Use the wingixir on the bottles. Use the club on the fishing line. Pick up the knife. Talk to Ooya. Use the pump. Switch to Ooya. Use the balloon. Enchant the tuft of hair. Switch to Blount. Use the pump. Switch to Ooya. Use the balloon. Enchant the rock. Walk to Foliander. Use the fishing pole on the scope. Switch to Ooya. Use the shovel. Switch to Blount. Use the bottom catapult control. Use the telescope. Switch to Ooya. Enchant the piece of cheese. Switch to Blount. Use the bottom catapult control. Use the bottom catapult control. Use the top catapult control. Use the bottom catapult control. Use the bottom catapult control. Use the telescope. Use the bottom catapult control. Use the shovel. Switch to Ooya. Use the bottom catapult control. Use Colossus’ ship paintings. Switch to Blount. Use the fishing pole on the worm. Walk to the clouds. Use the fishing pole on the hole. Use the fishing pole on the cloud. Pick up the sand bags. Use the sand bag on the basket. Use the knife on the ballast. Use the knife on the ballast. Use the pump. Switch to Ooya. Use the balloon. Switch to Blount. Use the knife on the cloud while Ooya is hanging from the balloon. Switch to Ooya. Walk to the inactive geyser. Switch to Blount. Use the bottom geyser. Switch to Ooya. Walk to the basket. Pick up the sand bags. Use the sand bag on the basket. Pick up the sand bags. Use the sand bag on the basket. Use the field-glass on the speck. Switch to Ooya. Enchant Bizoo. Switch to Blount. Pick up Bizoo. Walk to Foliander. Use the sawfish on the column. Enchant Blount in the cage. Use Bizoo on Colossus. Use the loose tooth. Pick up the toothpick. Use the eye. Use the toothpick on the eye. Use Colossus’ left eye. Use Colossus’ right ear. Use the nose hair. Use the grain of sand. Pick up the toothpick. Walk to the lower scar. Use the toothpick on Junior Flea. Use the toothpick on Chubby Flea. Use the toothpick on Meme Flea. Use the toothpick on Gege Flea. Use the toothpick on Mama Flea. Use the toothpick on Papa Flea. Use the nose hair. Use the tear. Use the grain of sand. Go to the catapult. Pick up the grain of sand. Use the sand on the machine. Switch to Ooya. Enchant Colossus’ ship paintings. Switch to Blount’s shadow. Pick up the gear. Use the knife on the talking robot. Use the gear on the talking robot. Pick up the piece of pollen. Use the piece of pollen on Colossus. Use the nose. Walk to the nose. Pick up the piece of pollen. Use the toothpick on the nostril. Use the piece of pollen on Colossus’ left ear. Use the shirt collar. Talk to Queen Xina. Use the hammer on the bodyguard. Pick up the gun. Talk to Queen Xina. Pick up the magic wand while Mrs. Pythie covers her eyes. Switch to Fulbert. Walk to the plate. Switch to Wolfy. Use the veggies. Use the chandelier. Pick up the fennel. Walk to the door. Switch to Fulbert. Use the candlestick. Walk to the door. Use the colonnade. Switch to Wolfy. Walk to the point the spectacles fell. Switch to Fulbert. Use the collonade. Walk to the door. Walk to the flagstone. Switch to Wolfy. Walk to the door. Pick up the spectacles. Use the spectacles on the onion. Pick up the candle. Use the candle on the middle candle holder. Use the magic wand on the candle. Pick up the candle. Use the candle on the left candle holder. Use the magic wand on the candle. Pick up the candle. Use the candle on the right candle holder. Use the magic wand on the candle. Walk to the mouth of the fountain. Use the hand on King Bodd. Use the magic wand on the middle candle holder. Use the magic wand on the right candle holder. Use the magic wand on the left candle holder. Pick up the dish. Use the fennel on Rock Steady. Use the onion on Iron Head. Pick up the axe. Use the gun on Tibo. Use the magic wand on the buffoon. Switch to Fulbert. Use the spear. Switch to Blount. Use the chandelier. Talk to the buterfly in the cage. Walk to the buffoon. Switch to Fulbert. Use the roach motel. Switch to Blount. Use the dish on the buffoon while King Bodd holds the slipper. Pick up Xina’s slipper. Use the coin on the mouth of the fountain. Use the slipper on Xina. Talk to queen Xina. Switch to Fulbert. Walk to the plate. Switch to Wolfy. Use the veggies. Use the chandelier. Use the axe on the pot. Walk to the fireplace. Switch to Fulbert. Use the candlestick. Switch to Wolfy. Pick up the axe. Pick up King Bodd’s skull. Use the mouth of the fountain. Use the skull on King Bodd. Talk to King Bodd. Walk outside. Walk to the big book room. Use the geometry book. Use the geometry book. Use the geometry book. Pick up the arrows. Use the arrows on the hole in the tree. Switch to Fulbert. Use the pile of dust. Switch to Wolfy. Use the pile of dust. Use the sculpture book. Pick up the number one. Pick up the number two. Pick up the number three. Pick up the number four. Pick up the number five. Pick up the number six. Pick up the number seven. Use the drawing book. Walk to the spider. Switch to Fulbert. Use the moonlight scenery. Switch to Wolfy. Pick up the horse. Pick up the number nine. Use the compass on the sheet. Pick up the number eight. Use the one on the ink bottle. Use the two on the ink bottle. Use the three on the ink bottle. Use the four on the ink bottle. Use the five on the ink bottle. Use the six on the ink bottle. Use the seven on the ink bottle. Use the eight on the ink bottle. Use the nine on the ink bottle. Pick up the brush. Use the brush on the ink bottle. Use the right corner of the book. Use the ink on the page. Use the tower. Use the horse on the knight. Use the right corner of the book. Use the ink on the house. Use the ink on the house. Pick up the mandolin. Use the ink on the wagon. Use the coin on the wagon. Pick up the coin. Pick up the marble blocks. Use the axe on the ruler. Pick up the wooden blocks. Walk to the chess board. Pick up the compass. Use the compass on the marble. Pick up the chalk. Use the chalk on the wood. Pick up the hammer. Switch to the left hand. Use the wood chisel. Switch to the right hand. Use the hammer on the wood chisel. Pick up the hammer. Switch to the left hand. Use the chisel. Switch to the right hand. Use the hammer on the chisel. Pick up the rough piece. Use the rough piece on the paint. Pick up the rough wolf piece. Use the rough wolf piece on the paint. Pick up the ink brush. Use the ink on the lover piece. Use the ink on the killer piece. Pick up the lover. Pick up the killer. Pick up the balls. Switch to the left hand. Use the balls. Use the chessboard. Switch to the right hand. Pick up the coin. Use the coin on the piggy bank. Pick up the large mandolin. Switch to the left hand. Use the strings. Switch to the right hand. Pick up Othello. Use Othello on the blue square next to the chaperon. Move the bowman north. Move the bowman east. Move the bowman east. Move the bowman west. Move the bowman north. Move the Killer north. Move the Killer northwest. Move the Killer northwest. Move the Killer northwest. Move the knight west-southwest. Move the knight north-northwest. Move the bowman east. Move the bowman west. Move the bowman south. Move the bowman south. Move the Killer east. Move the Killer northeast. Move the Lover west. Move the Lover west. Move the Lover west. Pick up the small mandolin. Use the mandolin on the Lover. Move the Lover southwest. Pick up the chicken egg. Use the egg on the time mirror. Use the baby chick on the fat mirror. Use the fat chick on the passage. Switch to Reflection. Pick up the fat chick. Use the big hole. Use the thin mirror. Use the thin mirror. Use the passage. Switch to Blount. Pick up the thin chick. Use the thin chick on the small hole. Use the thin chick on the fat mirror. Use the baby chick on the time mirror. Use the chicken on the fat mirror. Walk to the brain. Use the growthixir on the bud. Use Fulbert on the plant. Switch to Wolfy. Use the lever. Use the lever. Use the window of memory. Switch to Blount. Use the button. Use the button. Use the button. Switch to Wolfy. Use Colossus. Switch to Blount. Pick up the grain of sand. Use the rail cart. Switch to Wolfy. Use the rail cart. Use the lake. Switch to Blount. Use the sand grain on the lake. Switch to Wolfy. Use the red stone. Use the rail cart. Use the red stone. Use the lever. Use the rail cart. Use the wedged decoy. Walk to the well, to the door. Use the lever. Use the lever. Switch to Blount. Use the sand grain on the lake. Use the red stone. Use the rail cart. Switch to Wolfy. Use the lever. Switch to Blount. Use the red stone. Use the rail cart. Pick up the dragon decoy. Walk to the well, to the door. Use the decoy on the window. Use the growthixir on the dragon. Walk to the door. Use the decoy on the puddle. Pick up the key. Walk to the door. Use the decoy on the fence. Use the box key on the small box. Use the small box. Use the dragon. Use the fat chicken on the grain. Pick up the folly grain. Walk to the mirrors. Use the folly grain on the old demon. Switch to Reflection. Pick up the ugliness extract. Switch to Blount. Use the ointment on the mirror of beauty. Switch to Reflection. When Blount is handsome, use the mirror of ugliness. Talk to the positive side. Take the string. Use the axe on the fence. Use the hammer on the wall. Use the right bell. Use the left bell. Use the chain. Take the sacred score. Use the sacred score on the spring. Use the spring of bitterness. Use the right bell. Use the left bell. Use the basin. Use the yellow score on the left stand. Use the red score on the right stand. Use the hammer on the cloud. Use the coin on the halo. Use the string on the notes. Use the right bell. Use the left bell.

Gobliins 2: The Prince Buffoon

Walk to the bottle. Switch to Winkle. Pick up the sausage. Switch to Fingus. While the old men are laughing, pick up the bottle. Switch to Winkle. Walk east, to the fountain. Switch to Fingus. Use the fountain. Switch to Winkle. Use the bottle on the jet of water. Use the bottle on the toad. Pick up the stone. Switch to Fingus. Use the stone on the mechanism. Use the rung. Switch to Winkle. While Fingus holds the rung, walk to the rung. Switch to Fingus. Use the door. Talk to the wizard. Use the window. Switch to Winkle. Use the chimney. Walk inside. Talk to Tazaar. Switch to Winkle. Use the tail. Switch to Fingus. While Winkle stands on the tail, use the head. Use the matches on the kettle. Use the bottle on the kettle. Wait for the water to boil. Use the kettle. Pick up the spring key. Use the spring key on the cuckoo-clock. Use the cuckoo-clock. Switch to Winkle. Use the stone on the big key. Pick up the big key. Walk southeast. Use the big key on the cellar. Pick up the wine. Walk southwest. Use the bottle on the flowers. Pick up the flowers. Give the flower to the notable. Switch to Winkle. Stand on the raised plate. Switch to Fingus. Use the switch. Switch to Winkle. Pick up the sausage. Walk northwest. Switch to Winkle. Use the chicken. Switch to Fingus. Use the sausage on the head. Pick up the egg. Use the sausage on the pot hole. Switch to Winkle. While the dog is out, walk past the dog. Use the hole. Switch to Fingus. Use the burrow. Use the matches on the woodpile. Use the egg on the fire. Talk to the giant. Give the sausage to the giant. Give the wine to the giant. Walk northwest. Switch to Fingus. Enter the tower. Pick up the bomb. Switch to Winkle. While Fingus holds it, use the matches on the bomb. Enter the tower. Switch to Fingus. Pick up the bomb. Switch to Winkle. While Fingus holds it, use the matches on the bomb. Switch to Fingus. Enter the tower. Switch to Winkle. Pick up the bomb. Switch to Fingus. While Winkle holds it, use the matches on the bomb. Use the carpet. Walk southwest. Use the stone on the ball. Switch to Winkle. Walk to the house where the boy is. Switch to Fingus. Enter the upper right house. Give the ball to the player. Switch to Winkle. While the ball is on the basket, use the basket. Switch to Fingus. Talk to the mayor. Use the clockmaker’s door. Talk to Tom. Walk west. Talk to Kael. Switch to Winkle. Use the bottle on the nymph. Stand on the higher rock. Switch to Fingus. Give the bottle to Kael. Walk on Kael’s hand. Use the branch. Walk on the higher rock. Switch to Winkle. Use the branch. Switch to Fingus. Use the flower on the stone. Use the stone. Walk on the protruding rock. Switch to Winkle. Use the stone. Switch to Fingus. Use the bee. Give the honey to the nymph. Pick up the mushroom. Switch to Winkle. Use the door. Give the mushroom to Vivalzart. Walk inside. Switch to Winkle. Use the mushroom on the machine. Switch to Fingus. Use the machine. Walk onto the raised plate. Switch to Winkle. Use the jar. Use the switch. Give the worm to the vulture. Switch to Fingus. Use the meat on the piranha. Walk onto the trash can. Switch to Winkle. Pick up the bone. Give the bone to Vivalzart. Switch to Fingus. Pick up the kindness elixir. Pick up the clothes peg. Use the bottle on the container. Switch to Winkle. Use the bottle on the container. Switch to Winkle. Use the headlight. Switch to Fingus. Use the spring. Switch to Winkle. When the pump appears over the drum, use the headlight. Use the drumstick on the stocking cap. Switch to Fingus. Use the hole. Switch to Winkle. Use the pump on the saxophonist. Switch to Fingus. Use the net on the mosquito. Switch to Winkle. Use the mosquito on the headlight. Switch to Fingus. Use the net on the note. Switch to Winkle. Use the hole. Switch to Fingus. Use the pump on the saxophonist. Switch to Winkle. Use the net on the note. Switch to Fingus. Walk onto the spring. Switch to Winkle. Use the spring. Use the clothes pin on the tube. Use the hole. Switch to Fingus. Use the door. Talk to the guitarist. Switch to Winkle. Use the net on the note. Use the melody on the lower left house. Use the clockmaker’s door. Talk to Tom. Walk southeast. Use the hourglass on the trench. Walk to the opening. Switch to Winkle. Walk to the opening. Pick up the mayonnaise. Walk over the roof ledge. Use the mayonnaise where Fingus landed. Walk over the roof ledge. Switch to Winkle. While Gromelon is occupied, pick up the sword. Talk to Rustik. Switch to Fingus. Pick up the chewing gum. Use the chewing gum on the cupboard. Pick up the mayonnaise. Walk southwest. Pick up the stool. Give the imprint to the blacksmith. Give the sword to the blacksmith. Switch to Winkle. Use the mayonnaise on Focus. Switch to Fingus. Use the stool on the meat. Switch to Winkle. Use the stool on Oto. Switch to Fingus. Use the lance. Use the bellows. Talk to the blacksmith. Pick up the anvil. Walk southeast. Use the meat on Amidal. Use the key on the cupboard. Use the cupboard. Switch to Winkle. Use the cupboard. Walk southeast. Switch to Winkle. Use the tunnel. Use the hatchet. Switch to Fingus. Use the switch while Winkle holds the hatchet. Use the tunnel. Switch to Winkle. While the monster speaks, enter the monster. Switch to Fingus. While the Schwarzy is occupied, use the stool on the hoist. Switch to Winkle. Use the false teeth on Schwarzy. Use the anvil on Schwarzy. Use diving suit 2 on the well. Switch to Fingus. Use diving suit 1 on the well. Switch to Winkle. Walk to the door. Walk to the top of the mast. Switch to Fingus. Use the lantern. Switch to Winkle. Pick up the lamp fish. Use the lamp fish on ???. Walk east. Use the stool on the seahorse. Use the hole. Switch to Winkle. Pick up the shell. Switch to Fingus. Catch the shell Winkle throws. Use the seahorse. Switch to Winkle. Use the hole. Switch to Fingus. Use the cavity. Switch to Winkle. Pick up the shell. Pick up the shell. Switch to Fingus. Use the glove on the blob. Pick up the bottle. Switch to Winkle. Use the seahorse. Pick up the bottle. Give the pearl to the mermaid. Switch to Fingus. Use the blob. Give the parchment to the octopus. Walk west. Stand on the clam shell. Switch to Winkle. Use the lantern. Use the rudder. Use the starfish on the chest. Switch to Fingus. While the chest is open, use the statue. Use the sword on the skull. Pick up the diamond. Walk east. Use the seahorse. Give the diamond to the mermaid. Pick up the stool. Walk upstairs. Use the swordfish. Pick up the salt. Use the cover. Switch to Winkle. Use the salt on the man. Use the pots. Walk to the western rope. Switch to Fingus. Use the eastern rope. Switch to Winkle. While Fingus holds the rope, use the western rope. Switch to Fingus. Talk to Colibrius. Use the file on the chain. Pick up the thumbtacks. Walk west. Pick up the pepper. Walk east. Walk to the cook. Switch to Winkle. Use the pepper on the meatballs. Walk to the base of the top left stairs. Wait for the cook to be lifted. Switch to Fingus. Use the thumbtack on the case. Switch to Winkle. Use the kind elixir on the meatball. Walk west. Switch to Winkle. Use the stool on the cornice. Switch to Fingus. Use the hands. Use the switch. Switch to Winkle. Use the door. Switch to Fingus. Walk to the ear, to the tongue. Switch to Winkle. Walk to the ear. Switch to Fingus. While Winkle is in the ear, use the tongue. Winkle will take the crown. Walk to the ear. Switch to Winkle. While Fingus is in the ear, use the tongue. Switch to Fingus. Walk to the ear. Switch to Winkle. Use the orifice. Switch to Fingus. While Winkle uses the orifice, use the glove on the hole. Use the cockroach on the hole. Use the kind elixir on the cockroach. Switch to Winkle. Walk to the ear. Use the switch. Switch to Fingus. Use the door. Switch to Winkle. Walk to the ear. Switch to Fingus. Walk to the ear. Switch to Winkle. While Fingus is in the ear, use the tongue. Switch to Fingus. Walk to the ear. Use the glove on the hole. Switch to Winkle. Walk to the ear. Use the switch. Switch to Fingus. Use the door. Walk to the ear. Switch to Winkle. Walk to the ear. Walk west. Use the stone. Use the helmet. Talk to the helmet. Use the crown on the helmet. Pick up the feathers. Use the feather on the can of paint. Use the cockroach on the hole. Use the brush on the cockroach. Use the kind elixir on the cockroach. Use the pepper on the cockroach. Walk east. Pick up prince Buffoon, a prisoner. Walk west. Walk to the spot below the machine. Switch to Buffoon. Use the machine. Switch to Winkle. Walk to the spot below the machine. Switch to Buffoon. Use the machine. Use the handle. Switch to Winkle. While Fingus uses the handle, use the point. Switch to Fingus. Use the handle. Switch to Winkle. While Fingus uses the handle, use the point. Pick up the match. Use the match on the eye. Switch to Buffoon. Use the eye. Switch to Fingus. Pick up the bookmark. Pick up the glass splinter. Use the bookmark on the candle. Use the glass splinter on the ray. Pick up the wax. Use the wax on the seal. Use the imprint on the keyhole. Pick up the seed. Use the seed on the village. Use the plant. Switch to Winkle. Use the plant. Switch to Buffoon. Use the plant. Switch to Winkle. Use the hole. Pick up the bean. Use the stone. Use the bean on the mole. Switch to Fingus. While the mole fights, pick up the cap. Switch to Winkle. Use the match on the apples. Switch to Fingus. Use the cap on the apple. Switch to Winkle. Use the apple on the hole. Pick up the mushroom. Switch to Fingus. Pick up the mushroom. Use the skittles. Switch to Winkle. While the ball bounces, use the right star. Use the ball on the lid. Switch to Fingus. Use the lower flag. Use the skittles. Switch to Winkle. While the ball bounces, use the right star. Use the ball on the lid. Walk to the lower side of the catapult. Switch to Fingus. Use the lower flag. Switch to Winkle. Use the feeler. Use the bubble. Switch to Fingus. Use the lower flag. Switch to Winkle. Pick up the safety pin. Switch to Fingus. Use the skittles. Switch to Winkle. While the ball bounces, use the right star. Use the ball on the lid. Walk to the lower side of the catapult. Switch to Fingus. Use the lower flag. Walk to the end of the rainbow. Switch to Winkle. Use the upper flag. Use the switch. Switch to Fingus. While Buffoon is in the ring, use the feeler. Switch to Winkle. Use the safety pin on the bubble. Switch to Buffoon. Walk to the lower part of the catapult. Switch to Fingus. Use the switch. Switch to Winkle. While the key is visible, use the catapult. Walk north. Use the stone. Switch to Winkle. While Fingus holds the stone, use the stone. Use the stone. Switch to Fingus. While Winkle holds the stone, use the stone. Walk to the lion. Switch to Winkle. Use the stone. Switch to Fingus. Use the head. Use the stone. Switch to Winkle. While Fingus holds the stone, use the stone. Walk to the lion. Switch to Fingus. Use the stone. Walk to the lion. Switch to Winkle. Use the hole. Use the head. Switch to Fingus. Use !!!. Switch to Winkle. When the platform is low enough, walk on it. Use the rock. Switch to Fingus. Walk over Winkle to the cage. Use the file on the cage. Pick up the key. Walk east. Use the key on the door. Walk east. Use the fountain water on Buffoon. Pick up the pencil. Switch to Winkle. Use the pencil on the blackboard. Use the pencil on the blackboard. Use the pencil on the blackboard. Pick up the sponge. Switch to Fingus. Use the pencil on the portrait. Switch to Winkle. While the boomerang is in the air, use the armchair. Use the mug on Tazaar. Switch to Fingus. Use the boomerang on the toothpick. Take the toothpick. Switch to Winkle. Use the toothpick on the skeleton. Use the sponge on the puddle. Use the pipe. Switch to Fingus. Use the wet sponge on the smoke. Use the door. Switch to Winkle. Use the door. Walk onto the eye at the bottom right. Switch to Winkle. Use !!!. Use the boomerang on the teeth. Switch to Fingus. Pick up the mouse. Use the mouse on the mud. Use the crocodile. Switch to Winkle. Use the boomerang on the teeth. Use the !!!. Use the sponge on the rock. Switch to Buffoon. Walk onto the eye. Switch to Winkle. Use !!!. Switch to Fingus. While the rock is wet, use the pencil on the rock. Switch to Winkle. Use the handle.

Freddy Pharkas: Frontier Pharmacist

Enter the cafe. Pick up the can. Walk west, to the saloon. Pick up the whisky glass. Open the door. Pick up the elixir. Pick up the icepick. Walk south. Open the doors. Look at the right door. Pick up the church key. Pick up the wax. Walk east, south. Pick up the ladder. Walk west. Use the door key on the pharmacy door. Open the pharmacy door. Pick up the tube. Use the counter. Wait until Penelope gives you the prescription. Open the door. Look at the prescription. Use the pharmacy cabinet. Prepare 40 ml Pepticlymacine Tetrazole. [+] Walk south. Give the medication to Penelope. Open the door. Look at the prescription. Use the pharmacy cabinet. Prepare 21 Quinotrazate pills. [+] Walk south. Give the medication to Mom. Look at the prescription. Use the whisky glass on the prescription. Use the counter. Walk south, west, west, to the salloon. Give the prescription to the doctor. Walk south, east. Open the door to Chester Field’s. Pick up the bag. Walk east, east. Open the pharmacy door. Use the counter. Open the door. Use the pharmacy cabinet. Prepare a box of Estrosterane. [+] Walk south. Give the medication to Mme. Ovaree. Give the Preparation G to Smithy. Walk west, west, west. Pick up charcoal. Pick up the leather strap. Pick up the rope. Use the icepick on the can. Use the charcoal on the can. Use the leather strap on the can. Use the gas mask on Freddy. Use the paper bag on the horse while it farts. Walk east, east, east. Open the pharmacy door. Use the counter. Open the door. Use the pharmacy cabinet. Use the elixer on the alcohol lamp. Use the matches on the alcohol lamp. Use the gaseous spectroscope on the alcohol lamp. Use the paper bag on the gaseous spectroscope. Prepare the cure. [+] Walk south. Use the counter. Walk south. Use the medication on the water trough. Use the rope. Walk west, west, to the salloon. Give the money to the barkeeper. Use the church key on the beer bottles. Walk south, west, west, west. Pick up a snail. Use the beer on the snails. Use the ladder on the anthill. Walk upstairs. Open the chest. Look at the chest. Pick up the suit. Open the dresser drawer. Look at the dresser drawer. Pick up the claim check. Open the nightstand drawer. Look at the nightstand drawer. Pick up the desk key. Walk downstairs. Use the desk key on the desk. Open the desk. Use the desk key on the desk drawer. Open the desk drawer. Look at the desk drawer. Pick up the letter. Walk south. Use the counter. Walk south, east, north. Use the faucet. Use the beer bottles on the water. Use the beer bottles on Freddy. Walk south, west, west, west. Enter the cafe. Give the snail to Mom. Walk west, east, east. Pick up the baking soda. Open the pharmacy door. Use the counter. Open the door. Use the pharmacy cabinet. Prepare Bisalicylate Antitoxidene. [+] Walk south. Use the counter. Walk south, west, west, west, west, west. Pick up the ladder. Walk east, east, east, east, east, east, north. Use the ladder on the water tower. Walk onto the ladder. Pick up the ladder. Use the ladder on the water tower. Walk onto the ladder. Use the lasso on the water tower top. Use the rope. Open the hatch. Use the medication on the hatch. Walk downstairs, south. Use the counter. Walk south, east. Use the baking soda on east side of the teeter-totter. Use the swing. Jump to the roof. Jump to the teeter-totter. Walk west, west, west, west, south. Open the door. Pick up the postcards. Wait for Mme. Ovary to show up. Walk downstairs, south. Use the counter. Walk south. Pick up the horse plop. Walk west. Enter the barber shop. Give the claim check to the barber. Give the postcards to the barber. Walk east, west. Enter the cafe. Use the coffee machine. Use the horse plop on the floor. Walk west, to the salloon. Open the door. Pick up the pie. Walk south, to the graveyard. Pick up the shovel. Use the shovel on the grave. Pick up clay. Use the grave. Walk east, west, south. Enter the bank. Give the bank deposit key to the banker. Open the chest. Open the neckerchief. Pick up the guns. Pick up the neckerchief. Leave the chest. Walk east, east, east, east. Open the sheriff’s door. Give the coffee to the sheriff. Give the pie to the sheriff. Use the cleaning equipment on the guns. Use the bullets on the guns. Walk west, west, west, west, north. Use the beer bottles on the fence. Shoot the beer bottles from the fence. Shoot the beer bottles out of the sky. Shoot the hand signs. Walk south, east, east. Enter Chester Field’s. Give the wax to Willy. Open the door. Enter Chester Field’s. Pick up the knife. Open the door. Walk east. Open the pharmacy door. Pick up the medal. Use the counter. Open the door. Use the knife on the wax. Use the pharmacy cabinet. Use the matches on the alcohol lamp. Use the medal on the crucible. Use the clay on the wax ear. Use the clay on the alcohol lamp. Use the crucible on the alcohol lamp. Use the clay on the crucible. Use the clay with the silver ear. Leave the pharmacy cabinet. Walk upstairs. Walk west, to the salloon. Look at the game. Catch the cheater redhanded. Shoot the left side of the bar rail. Open the door. Walk upstairs. Use the canister on the rail. Walk downstairs, south, west, south, south. Walk to the gazebo. Shoot the canister. Walk north. Outshoot your opponents. Shoot. Pick up the neckerchief. Use the neckerchief on the bleeding ear. Use Freddy. Pick up the slate. Tip the chair over. Pick up the silver ear. Use the silver ear on the ground. Use the silver ear on the rope. Pick up the sword. Win the swordfight. Use the silver ear on Kenny.

Eric the Unready

> WEST > TAKE ROPE > OPEN MEDICINE CHEST > TAKE VIAL > TAKE FLASK > TAKE BOTTLE > EAST > NORTHEAST > TAKE NEWSPAPER > TIE ROPE TO HOOK > DOWN > GIVE HOG-WILD TO PIG > UP > SOUTHWEST > KISS PIG > WEST > WAIT Wait until the squire removed the rusted armour. > TAKE HELMET AND CARD > EAST > SOUTH > EAST > WAIT Wait until the steward enters. > WEST > READ SIGN > WEST > GIVE CARD TO GIOVANNI Answer the questions using the game manual.[+] > WEAR CLOAK > LOOK IN CLOAK > TAKE PACKET > LOOK AT PACKET > EAST > SOUTH > FILL HELMET WITH WATER > NORTH > NORTH > NORTH > TAKE KINDLING > SOUTH > PLANT BEAN IN GARDEN > PUT WATER OVER BEAN > CLIMB BEANSTALK Note you get the coin. > SOUTH > SOUTH > WEST Note you get the torch. > EAST > PUT KINDLING IN FIREPLACE > LIGHT KINDLING WITH TORCH > READ SIGN > BUY ROOT BEER FLOAT > WEST > NORTH > GIVE GOLD COIN TO BARD > WEAR EARMUFFS > WAIT Wait until the bard finishes. > NORTH > NORTH > UP > WAIT Wait until the wizard appears. > TAKE BANANA > THROW BANANA IN POND > WEST > POUR ROOT BEER OVER TREE ROOTS > WEST > MOVE BRANCHES > OPEN TRAP DOOR > DOWN > OPEN MAILBOX > TAKE MAIL > WEST > NORTHEAST > SOUTHWEST > EAST > OPEN DOOR WITH PICKAXE > EAST > MOVE RUG > OPEN TRAP DOOR > UNLOCK TROPHY CASE WITH SKELETON KEY > TAKE BEARD > UP > SEARCH BONES > DOWN > WEST > WEST > WEAR BEARD > KNEEL > SOUTH > GIVE MAIL TO ED MCDWARF > SHOW LICENSE TO ED MCDWARF > TAKE OFF BEARD > STAND > WEST Win the game of memory. > WAIT Repeat until you receive the money. > NORTHEAST > BUY STARTER ROCK > SOUTHWEST > PULL LEVER > ENTER SEAT > PUT STARTER ROCK IN SLINGSHOT > PUSH GREEN BUTTON > SHOOT RED BUTTON WITH SLINGSHOT > STAND > TAKE PITCHFORK > TIE BUNGEE CORD TO BRANCHES > JUMP > EAST > EAST > UP > DROP HEADREST > STAND ON HEADREST > UP > NORTH > READ BOOK > READ COUPON > GIVE COUPON TO BRUCE > READ MENU Select the Mead Lite. > SOUTH > WEST > WEST > NORTH > TAKE BERRIES > NORTHWEST > GIVE TORT-EASE TO TURTLES > EAST > GIVE MEAD LITE TO OAF > TAKE BRANCH > WEST > UP > LIGHT BRANCH WITH FIRE > DOWN > MELT WAX SEAL WITH TORCH > PUT BLOB OF WAX ON KEY > NORTHWEST > EAST > NORTH > GIVE BLOB OF WAX TO HOWARD JOHNSTON > SOUTH > WEST > NORTHWEST > UNLOCK DOOR WITH SHINY KEY Win the game of Wheel of Torture. > LISTEN > NORTH > NORTHEAST > SHOOT TARGET Repeat until you received three prizes. > SOUTHWEST > NORTH > WAIT UNTIL 11:01 > WAIT UNTIL 12:01 > READ NOTE > WEST > TAKE LEECH > LOWER SHADE > PUT RUBBER BAND ON VIPER > PUT BUNGEE CORD ON AARDVARK > TAKE MARBLE > STAND ON FLOORBOARD > TAKE MARBLE > EAST > WAIT UNTIL 1:01 > GIVE LEECH TO JUGGLERS > WEAR GLOVES > SOUTH > CLIMB MAYPOLE > NORTH > NORTH > GIVE BOA TO LILY > SOUTH > SOUTH > WEST > WAIT Wait until the musician arrives. > GIVE REED TO MUSICIAN > WEAR SUNGLASSES > PLAY GAME Point at the shell the magic sunglasses point out. > EAST > EAST > EAST > SIT ON WHOOPEE CUSHION > TOSS COOKIES > WAIT Wait until the boy arrives. > STICK OUT TONGUE AT BOY > WAIT Wait until you are released. > WEST > GIVE APPLE TO CHEF > TAKE APRON > NORTHEAST > GIVE WOODCUTS TO BARKER > SOUTHWEST > SOUTH > WEAR FOOL’S CAP > WEAR APRON > WEST > SHOOT DRAGON’S TALONS Repeat until the dragon shrinks. > TAKE STEAK > TAKE NEWSPAPER > MOON UNICORN > TAKE LEAF > DOWN > WEST > TAKE ROBE > WEAR ROBE > LOOK IN ROBE > RING FOURTH BELL > GIVE NEWSPAPER TO VIRGIN > GIVE HANKY TO VIRGIN > WAIT Wait until the unicorn arrives. > WEST > PUT LEAF IN BOWL > PUT HANKY IN BOWL > TAKE CHOW > RING FOURTH BELL > WAIT Wait until you are accepted. > NORTH > WEAR RING > ENTER VAT > WAIT UNTIL 10:01 > GIVE BOOK TO GIRL > WAIT Wait until the mouth opens. > NORTH > WAIT Wait until you reach the top. > SOUTHWEST > WEST > NORTH > LISTEN > LISTEN > SOUTH > EAST > SOUTH > GIVE NOTE TO CLIO > WAIT > GIVE NOTE TO MORTY > EAST > TAKE COSTUME > EAST > GIVE TOKEN TO REPAIRGOD > PUT PENNY IN SLOT > NORTH > SOUTH > READ LIST Choose “Setting up Sodom/Gomorrah: Priming the Fountain”. > SOUTH > SOUTH > GIVE BOOK TO RICHARD > NORTH > EAST > PUSH CRANK > TAKE SLIMEWIG > WEST > READ BOARD > READ BOARD > WEST > NORTH > TAKE NOTE > READ NOTE > SOUTH > GIVE NOTE TO CLIO > WAIT Wait until Morty lets you in. > GIVE NOTE TO MORTY > EAST > TAKE WOAD > NORTH > TAKE NOTE > SOUTH > GIVE NOTE TO CLIO > WAIT Wait until Morty lets you in. > GIVE NOTE TO MORTY > EAST > CALL 1-800-DOMINUS > WAIT Wait until the delivery boy appears. > NORTH > WEST > NORTH > GIVE CAKE TO NORTH WIND > PULL DRAGON’S TAIL > LIGHT CANDLES WITH DRAGON > SOUTH > TAKE GOLDEN KEY > EAST > NORTHEAST > GIVE NECTAR TO GOD > AGAIN > AGAIN > TAKE EGG > SOUTHWEST > READ BOOK > WEAR COSTUME > DROP EGG > WEAR WOAD > HOLD BOOK > STAND ON EGG > EAT SLIMEWIG > TURN AROUND > TURN AROUND > SQUAWK > UP > UNLOCK LOCK WITH GOLDEN KEY > TAKE CROWBAR > WAIT > NORTH > GIVE BERRIES TO ZULU > WAIT Wait until you reach Phantasy Island. > NORTHWEST Steer the raft to the middle island on the right side. > TAKE UMBRELLA > WAIT > TAKE BOTTLE > LOOK IN BOTTLE > TAKE MATCHBOOK > LOOK AT MATCHBOOK Connect the dots. > PUT MATCHBOOK IN BOTTLE > PUT BOTTLE IN SWAMP > WAIT Wait until the bottle returns. > TAKE BOTTLE > LOOK IN BOTTLE > TAKE CERTIFICATE > LOOK AT CERTIFICATE > NORTHWEST Steer the raft to the top island on the left side. > LEAVE RAFT Pass the piracy test. > SIT ON CHAIR Steer the raft to the middle island on the left side. > YOOHOO > GIVE BANANA TO MONKEY > TAKE COCONUT > EAST Steer the raft to the top island on the right side. > PUT COCONUT ON CONVEYOR BELT > PUT UMBRELLA ON CONVEYOR BELT > PUSH LEVER > PUT DRAGON ON CONVEYOR BELT > SIT ON CHAIR Steer the raft to the bottom island on the left side. > SIT ON CHAIR Steer the raft to the giant ice block. > SOUTHWEST Steer the raft to the bottom island on the left side. > LEAVE RAFT > EAST > PUT COCONUT IN GUILLOTINE > PUT UMBRELLA IN COCONUT > PUT RUM IN COCONUT > WEST > NORTHEAST Steer the raft to the bottom island on the right side. > GIVE COCONUT TO DADDOO > PUT PITCHFORK IN TAR > TAKE CANDYGRAM > KILL CROW WITH CROWBAR > PUT STEAK IN EYE > CUT LIGHTNING WITH BOLT CUTTERS > TURN MOON WITH WRENCH > TURN HOURGLASS > TAKE EYEBALLS > PUT EYEBALLS IN SKULL > HOOT Write IIIVX. > WEST > LOOK IN HOLE > WEST > TAKE MAKEUP > READ MAKEUP > EAST > WAIT UNTIL 10:30 > PUT MAKEUP ON CHAIN > WEST > OPEN WINDOW > MOUNT BROOM Repeat until you reach the crawlspace. > OPEN DOOR > UP > WAIT UNTIL 11:01 > GIVE CANDYGRAM TO WITCH > TAKE LOREALLE > LEAVE > BLOW WHISTLE > MOUNT DUCK

Day of the Tentacle

Note: One of the achievements requires you to watch all cutscenes in full. Pick up the flyer. Pick up the dime from the telephone. Pick up the help-wanted sign. Look at the help-wanted sign. Open the grandfather clock. Pick up the paper from the to-do board. Wait until Hoagie shows his random sandwich animation. Walk south, west. Open the mailbox. Pick up the letter. Give the letter to Bernard. Switch to Bernard. Walk upstairs. Push the service bell 100 times. Walk upstairs. Open the left door. Walk inside. Close the door. Pick up the keys. Open the door. Walk north. Open the middle door. Walk inside. Look at the letter. Give the letter to Dwayne. Pick up the disappearing ink. Pick up the flag gun. Walk east. Open the right door. Walk inside. 4 Pick up the videotape. Use the on/off button. Push the right speaker. Do not use the on/off button to turn off the stereo. Walk northeast, northeast. Open the right door. Walk east. 44 Pick up the hamster. Use the textbook on the stamp album. Use the computer. Start a game. Within the game, use the hamster on the microwave. [+] Leave the computer. Use the disappearing ink on Weird Ed Edison. Use the disappearing ink on the stamp album. Pick up the stamp. Pick up the stamp album. Walk east. Give the stamp album to Weird Ed Edison. Walk west, downstairs. Try to give the hamster to Hoagie. Open the ice machine. Use the hamster on the ice machine. Close the ice machine. Walk northwest. Pick up the fake barf. Open the front door. Open the double doors. Open the office door. Walk through the office door. Open the portrait. Pick up the Swiss bankbook. Open the desk drawer. Pick up the Booboo-B-Gone. Use the disappearing ink on the Booboo-B-Gone. Walk northwest, west, east. Give the keys to the man in the ski mask. Walk north, inside. Use the crowbar on the gum with dime stuck in it. Note that you’ve picked up 15 things that do not belong to you. Use the gum with dime stuck in it. Walk upstairs, through the left door. Use a dime on the FickleFingers coin slot. Use the dime on the FickleFingers coin slot. Pick up the sweater. Use the television. Note the advertisement. Use the television. Walk north. Use the crowbar on the candy machine. Pick up the quarters. Walk northwest, north. Open the grating. Walk to the cigar salesman. 4 Use the disappearing ink on the cigar salesman. Use the flag gun on the cigar lighter. Talk to the cigar salesman. 21 Chase the chattering teeth into the grating. Pick up the trapped teeth. Note you obtained all six novelty items. Walk north. Pick up the fork. Use the fork on the microwave. Pick up the decaf. Pick up the coffee. Use the decaf coffee on the coffee. Open the door. Walk east. Open the cabinet. Pick up the funnel. Open the dryer. Use the sweater on the dryer. Use the quarters on the coin slot. Walk west, north, west, to the grandfather clock. Use the decaf coffee on the mug. Walk upstairs, into the office. Note that Dr. Fred is opening and closing the safe. Walk west, upstairs, east. Open the left door. Walk inside. Use the disappearing ink on Nurse Edna. Give the help-wanted sign to Hoagie. Give the exploding cigar to Hoagie. Give the cigar lighter to Hoagie. Give the textbook to Hoagie. Give the flyer to Hoagie. Give the stamp to Hoagie. Switch to Hoagie. Open the door. Walk inside. Talk to the mummy. 3 Open the grandfather clock. Enter the grandfather clock. Give the patent application to Red Edison. Give the help-wanted sign to Red Edison. Pick up the lab coat. Pick up the left-handed hammer. Walk upstairs. Open the double doors. Walk north, north. Pick up the oil. Pick up the spaghetti. Open the door. Walk east. Pick up the bucket. Open the cabinet. Pick up the brush. Walk west. Use the bucket on the water pump. Walk north. Use the flyer on the suggestion box. Walk west, upstairs. Open the left door. Walk inside. Push George’s bed. Pull the cord. Walk north. Pick up the soap. Use the soap on the bucket full of water. Open the right door. Walk inside. Pick up the wine bottle. Note you have picked up 30 things that do not belong to you. Walk north, northeast. Use the textbook on the horse. Pick up the dentures. Open the door. Walk inside. 4 Use the left-handed hammer on the right-handed hammer. Walk north, upstairs. Use Ned’s bed. Use Jed’s bed. Use the squeaky mattress with Jed’s bed. Use the squeaky mattress. Pick up the squeaky mouse toy. Pick up the red paint. Walk to the window, to the chimney, west, west. Use the brush on the carriage. Walk east, to the outhouses.. Use the red paint on the kumquat tree. Walk south, west, inside, north. Give the wine bottle to Thomas Jefferson. Talk to George Washington. 1122 Note that George Washington cuts down the tree. Give the red paint to Bernard. Give the brush to Bernard. Switch to Laverne. Talk to the tentacle guard. 3 Pick up the tentacle chart. Walk north, west. Talk to the tentacle guard. 2 Give the tentacle chart to Hoagie. Give the scalpel to Bernard. Switch to Hoagie. Walk south, west, inside, upstairs. Open the middle door. Walk inside. 11 Use the tentacle chart on the patterns. Switch to Bernard. Push Nurse Edna. Use the videotape on the VCR. Use the VCR. Push the record button. Rewind the tape. Set the speed to EP. Play the tape. Push eject. Walk east, upstairs. Talk to the IRS agents. 13 Use the disappearing ink on the IRS agents. Walk downstairs, downstairs, northwest, into the office. Open the safe. Pick up the contract. Use the Booboo-B-Gone on the contract. Use the Booboo-B-Gone on the red paint. Walk west, north. Use the scalpel on Oozo the Clown. Pick up the box o’ laughs. Walk to the fireplace. Pick up the crank. Walk to the right window. Pick up the rope. Walk to the window. Use the rope on the pulley. Walk to the chimney, west, west. Talk to Dead Cousin Ted. 3 Use the red paint on Dead Cousin Ted. Use the dangling rope on Dead Cousin Ted. Walk east. Use the brush on the filthy old car. Walk north, inside, north, to the fireplace. Pull the rope. Walk inside, north, to the fireplace. Walk to the right window. Use Ted on Doctor Fred. Use the rope on Doctor Fred. Walk to the window. Pull the rope. Use the funnel on Dr. Fred. Use the coffee on the funnel. Use the disappearing ink on Dr. Fred. Note that you’ve used the disappearing ink on five people. Give the chattering teeth to Laverne. Give the Booboo-B-Gone to Laverne. Give the box o’ laughs to Laverne. Give the fake barf to Laverne. Give the crank to Laverne. Give the fork to Laverne. Switch to Hoagie. Give the squeaky mouse toy to Laverne. Give the can-opener to Laverne. Give the spaghetti to Laverne. Give the dentures to Laverne. Switch to Laverne. Walk inside. Talk to the tentacle guard. 3 Walk north, north, to the fireplace. Note that all three characters have climbed through the chimney. Use the crank on the crank box. Use the crank. Pick up the flag. Use the flag. Walk to the chimney. Talk to the tentacle. Walk west, west. Use the Booboo-B-Gone on the fence. Use the squeaky mouse toy on the cat. Use the fork on the cat. Walk inside, east. Open the ice machine. Look at the ice machine. Pick up the frozen hamster. Enter the left door. Use the can-opener on the time capsule. Pick up the vinegar. Walk west, to the middle door. Talk to the mummy. 4 Pick up the roller skates. Use the roller skates on the mummy. Push the mummy. Pick up the extension cord. Walk east, northwest. Use the nametag on the mummy. Walk north, to the door next to the fireplace. Use the frozen hamster on the microwave. Use the cold wet hamster on the microwave. Walk east. Open the dryer. Pick up the sweater. Use the sweater on the cold wet hamster. Walk west, north, west, upstairs, northeast. Use the chattering teeth on the mummy. Use the dentures on the mummy. Use the box o’ laughs on the mummy. Use the soggy noodles on the mummy. Use the fork on the mummy’s head. Use the fake barf on Harold. Walk east. Talk to the judges. 1 Talk to the judges. 1 Talk to the judges. 1 Walk east, northwest, north, to the kennel. 4 Give the dinner certificate to the tentacle guard. Use the switch. Use the cat. Walk west, west. Open the grandfather clock. Walk to the grandfather clock. Use the toasty warm hamster on the generator. Use the built-in shop vac on the mouse hole. Open the hatch. Pick up the dust ball. Use the dusty warm hamster on the generator. Use the extension cord on the outlet. Use the extension cord on the window. Walk upstairs, west, east. Use the extension cord on the plug. Give the vinegar to Hoagie. Give the chattering teeth to Hoagie. Switch to Hoagie. Walk east, northwest, north. Give the exploding cigar to George Washington. Give the chattering teeth to George Washington. Pick up the blanket. Walk west, upstairs, upstairs, to the window. Use the blanket on the chimney. Walk to the left window, downstairs, downstairs. Walk northwest, west, north, to the outhouses. Talk to George Washington. Walk south, west, inside, north. Pick up the gold-plated quill pen. Walk west, west. Give the gold-plated quill pen to Bernard. Switch to Bernard. Use the gold-plated quill pen on the contract. Give the contract to Dr. Fred. 41 Give the signed contract to Hoagie. Give the gold-plated quill pen to Hoagie. Switch to Hoagie. Use the stamp on the signed contract. Use the signed contract on the mailbox. Walk inside, to the grandfather clock. Give the oil to Red Edison. Give the vinegar to Red Edison. Give the gold-plated quill pen to Red Edison. Pick up the battery. Note that you have taken 45 items that do not belong to you. Walk upstairs, upstairs, to the right door. Give the lab coat to Ben Franklin. Use the battery on the kite. Wait for Ben Franklin to call. Push the kite. Pick up the fully-charged battery. Walk to the outhouses. Use the battery on the Chron-O-John. Use the battery on the plug. Switch to Bernard. Walk upstairs, to the office. Give items from one person to another until you have given items across time 50 times. Use the phone. Note the stereo was never turned off. Walk north. Open the middle door. Walk through the middle door, to the mouse hole. Wait until the Diminuator effects wear off. Pick up the bowling ball. Open the door. Walk west, northwest, to the grandfather clock. Use the bowling ball on the Purple Tentacles. Talk to Purple Tentacle. 1413 Note you defeated Purple tentacle. Never skip an animation. Sit through the credits. Note you received all achievements.

Discworld 2: Missing Presumed…!?

Walk to the High Energy Facility. Pick up the magnet. Pick up the bellows. Pick up the test tube. Walk southeast. Walk southeast, to the shop. Pick up the flamingo. Pick up the incense. Pick up the fish. Look at the candles. Talk to the old woman. Ask about the candles. Leave the old woman. Walk outside, to the Fool’s Guild. Talk to the Fool. Ask a question. Leave the Fool. Pick up the hooter. Pick up the brick. Use the brick on the Fool. Climb down the hole. Walk west. Use the bellows on the grate. Walk east, upstairs, east, to the Unseen University. Walk to the High Energy Facility. Use the haunted brick on the accelerator. Walk southeast, to the garden. Talk to the beekeeper. Greet the beekeeper. Leave the beekeeper. Walk east. Look at the imp. Talk to the imp. Ask about the boots. Leave the imp. Use the magnet on the imp. Walk west, north, southeast, to the Shades. Pick up the pot. Pick up the saw. Use the boots on the vile smell. Walk downstairs. Pick up the knife. Look at the witch. Walk upstairs, into the western building. Look at the genie bottle. Talk to Mrs Cake. Use sarcasm on Mrs Cake. Ask a question. Speak your thoughts on Mrs Cake. Greet Mrs Cake. Ask about the genie bottle. Ask about ectoplasm. Leave Mrs Cake. Give the ectoplasm to Mrs Cake. Open the closet. Pick up the ironing board. Pick up the scissors. Pick up the petticoat. Use the saw on the dummy. Walk east. Use the boots on the genie bottle. Use the genie bottle on the vile smell. Walk northeast. Pick up the chilli. Pick up the menu. Talk to Gimlet. Greet Gimlet. Ask for the mouse burger. Walk west, to the Trolls Head pub. Pick up the matches. Talk to Casanunda. Ask a question. Ask about the ladder. Tell about the witch. Talk to the troll. Walk upstairs, north, to the plaza. Talk to Dibbler. Ask about the popcorn. Talk to Dibbler. Use sarcasm on Dibbler. Walk west, to the docks. Use the knife on the net. Pick up the hammerhead shark. Use the stuffed fish on the bird. Pick up the stunned bird. Walk east, to the Unseen University, to the garden. Use the hammerhead shark on the Bursar. Use the flamingo on the Dean. Use the wading bird on the Librarian. Use the corn on the tankard. Use the corn on the rooster. Use the chilli on the flowers. Give the brochure to the beekeeper. Use the petticoat on Rincewind. Use the matches on the incense. Use the burning incense on the bees. Use the hives. Use the pot on the hives. Walk north, southeast, to the store. Give the dribbly beeswax to the old woman. Walk outside, to the Shades. Use the rooster on the can. Walk to the Trolls Head pub. Use the rooster on the vampire. Walk outside, north, to the cemetary. Pick up the pick. Talk to the suffrajester. Walk to the crypt. Use the ladder on the slab. Pick up the teeth. Climb down. Use the teeth on Mousie. Use the teeth on the test tube. Walk west, west, to the Unseen University. Walk to the dining hall. Give the dribbly candles to the archchancellor. Give the glitter dust to the archchancellor. Give the vile smell to the archchancellor. Give the test tube to the archchancellor. Give the mallets to the archchancellor. Walk southeast, to the Fool’s Guild. Climb down. Walk east, upstairs. Use the pick on the ice. Climb downstairs. Walk west, upstairs, west, to the Shades. Talk to the dead collector. Ask a question. Leave the dead collector. Walk downstairs. Talk to the mortician. Ask about the certificate. Leave the mortician. Pick up the mirror. Use the mirror on the bunsen burner. Use the mirror on the bench. Use the slab. Use the wooden arm on Rincewind. Use the ice on Rincewind. Talk to the mortician. Walk outside. Give the certificate to the dead collector. Go to Bonedie Beach. Look at the baskets. Talk to Point-Me-Own-Bone Dibbjla. Talk to Point-Me-Own-Bone Dibbjla. Ask about the basket. Walk northwest. Go to Ankh-Morpork. Walk to the Unseen University, to the garden. Pick up the hoops. Walk north, to the dining hall. Use the picnic basket on the food. Walk north, southeast, to the ship. Go to Djelibeybi. Walk to the camels. Look at the camels. Talk to the salesman. Greet the salesman. Ask about the camels. Walk to the shop. Pick up the poster. Talk to the architect. Ask a question. Leave the architect. Walk northeast. Talk to Uri Djeller. Greet Uri Djeller. Ask about jingles. Give the hoops to Uri Djeller. Use the wire on the poster. Look at the candy rock. Talk to the rock seller. Ask about the candy rock. Walk northwest. Pick up the stake. Walk southeast, east. Go to the Cartwheel. Talk to S.T. Ungulant. Ask about jingles. Go to the hill. Talk to Bone Idle. Ask about jingles. Use the knife on Bone Idle. Walk west. Go to the pyramid. Pick up the pot. Use the scissors on the bandage. Use the bandage on the wooden arm. Walk outside. Go to the oasis. Use the bandaged wooden arm on the rotten arm. Go to Holy Wood. Walk into the castle. Look at the horse suit. Talk to the dwarf. Ask about the horse suit. Leave the dwarf. Use the rotten arm. Give the ring to the dwarf. Pick up the weight. Use the mailbox. Pick up the camera. Look at the sleeping imp. Talk to the trainer. Ask about the imp. Use the stick on the paint. Use the boomerang on the imp in the set. Use the imp on the camera. Walk to the dressing room. Walk northwest. Go to Bonedie Beach. Use the saw on the ironing board. Use the surfboard on a wave. Use the glue on the surfboard. Use the surfboard on a wave. Use the camera on the cave paintings. Surf back. Walk east. Use the picnic basket on the anthill. Walk to the ship. Go to Ankh-Morpork. Walk to the docks. Use the weight on the hook. Use the weight. Use the sticker on the weight. Use the weight. Pick up the snow storms. Walk east, to the Unseen University. Walk to the garden, east. Use the stake on the compost heap. Walk west, north, to the dining hall. Talk to the librarian. Ask about the horse suit. Use the librarian on the horse suit. Walk north, to the High Energy Facility. Use the picnic basket on the HEX. Use the honey pot on the HEX. Talk to Skazz. Ask about the ultimate question. Use the pyramid on the HEX. Talk to Skazz. Ask about the ultimate question. Walk east, southeast, to the Shades, downstairs. Talk to the witch. Talk to Casanunda. Talk to the witch. Ask about elves. Use the glue on the hooter. Use the hooter on the horse suit. Walk upstairs, north, to the ship. Go to the forest. Put the money pouch in the luggage. Put the camera in Rincewind’s inventory. Put the unicorn suit in Rincewind’s inventory. Use the stones. Use the unicorn suit on Rincewind. Use the camera on the queen. Walk west, southwest. Put the unicorn suit in the luggage. Walk southwest, to the cartwheel. Give the answer to S.T. Ungulant. Go to Djelibeybi. Walk northwest. Use the Suffrajester to the hole. Pick up the rope. Walk southeast, east. Go to Holy Wood. Walk to the dressing room. Give the queen film to the makeup girl. Walk east. Give the candy rock to the troll. Use the door. Talk to the troll. Ask for the key. Use the key on the door. Open the door. Use the rope on the troll. Walk inside. Talk to the milkmaid. Give the tooth to the milkmaid. Walk northwest. Give the babe to Dibbler. Give the band to Dibbler. Give the jingle to Dibbler. Give the snow storms to Dibbler. Walk west, northwest. Go to Ankh-Morpork. Walk to the Shades. Use the certificate on the door. Open the closet. Talk to the black sheep. Ask about the stunt double. Leave the black sheep. Give the sheep film to the black sheep. Pick up the reel. Use the reel on the device. Use the film on the device. Use the reel on the projector. Walk to the house. Use the mat. Open the door. Walk inside. Use the umbrella stand. Pick up the left-most curtain. Walk northwest on the ground floor. Walk southeast, upstairs, northwest. Pick up the rabbit. Pick up the string. Use the rabbit. Walk northeast, southeast. Pick up the ink well. Use the cord. Walk northwest, downstairs, northwest. Pick up the suger bowl. Pick up the oily rag. Walk southeast, southeast. Look at the book in the middle of the room. Pick up the book. Use the key on the alcove. Walk northwest, northeast, northeast, to the stable. Pick up the rope. Give the sugar to Binky. Use the glue on the saddle. Use the saddle. Use Binky. Walk to the garden. Use the matches on the rag. Use the pyjamas on Rincewind. Use the burning rag on the bees. Use the sugar pot on the beehive. Use the beehive. Use the beeswax on the string. Pick up the fishing rod. Use the pot on the fishing rod. Use the fishing rod on the dots. Look at the toy cart. Talk to Susan. Ask about the toy cart. Leave Susan. Give the book to Susan. Walk southwest, to the house, inside, northwest. Give the curtains to Albert. Give the scythe to Albert. Open the pot belly stove. Use the matches on the candle. Put the lit candle in Rincewind’s inventory. Walk east, southeast, north. Use the lit candle on Rincewind. Pick up the tablet. Walk back, northwest, northeast. Walk northeast, to the garden. Give the tablet to Susan. Use the ink well on the pond. Use the curtains on the pool. Walk southwest. Use the scythe on the corn. Use the scythe on the toy cart. Use the reaper on the corn. Walk to the house. Use the rope on the stick. Use the boomerang on the chimney. Climb to the chimney. Use the chimney. Climb down. Walk inside, northwest. Give the robe to Albert. Walk northwest. Give the ant souls to Albert. Go to the bonestock. Pick up the cork. Talk to the skull. Walk northeast. Go to Djelibeybi. Wait until the archeologist arrives. Use the saddle bags. Use the rotten arm on the saddle bags. Go to the Fountain of Youth. Use the canteen on the fountain. Use the cork on the fountain. Use the hour-glass on the sand. Talk to Dibbler. Greet Dibbler. Ask about bladders. Use the canteen on the bladders. Put the bladders in Rincewind’s inventory. Look at the raven. Talk to Granny. Ask about the raven. Pick up the broom. Use the broom on Rincewind.

Discworld

Open the wardrobe. Pick up the pouch. Open the door. Walk west, to the arch chancellor’s room. Walk east, to the closet. Pick up the broom. Look at the shape. Walk west, to Rincewind’s room. Use the broom on Luggage. Walk west, to the dining room. Talk to the lecturer in recent runes. Ask about Luggage. Leave the lecturer. Walk west, to the library. Talk to the librarian. Ask for the book. Ask a question. Leave the libarian. Give the banana to the librarian. Walk west, to the arch chancellor’s room. Give the book to the arch chancellor. Walk east, to the dining room. Pick up the staff. Use the broom on the staff. Walk west, west. Use the University door. Talk to the apprentice wizard. Ask a question. Leave the apprentice wizard. Take the frog. Open the University door. Walk west, to the palace. Talk to the left guard. Ask a question. Walk northeast. Open the door. Pick up the small mirror. Put the mirror in Rincewind’s inventory. Walk east, west, southwest, to the livery stable. Open the sack. Get corn from the sack. Walk southwest, to the square. Talk to the Urchin. Use the door. Talk to the troll. Ask a question. Leave the troll. Walk east. Use the door. Pick up the butterfly net. Talk to the girl. Walk east. Pick up the tomato. Use the tomato on the tax collector. Pick up the tomato. Pick up the worm. Walk west, to the street. Enter the barber shop. Look at the hair roller. Talk to the woman. Talk to the barber. Use the pickpocket skill on the pocket. Walk west, to the fishmonger. Pick up the picture. Walk west, to the toy shop door. Pick up the string. Use the string on the worm. Walk west, west, to the alley. Walk to the tile. Climb to the tower. Climb to the flag pole. Climb to the tip. Use the mirror on the tip. Use the mirror. Climb to the tower. Climb down. Pick up the ladder. Use the window. Open the door. Talk to the alchemist. Look at the box. Use the cable release. Leave the camera. Look at the flask. Use the corn on the flask. Pick up the Imp. Walk east. Use the worm-on-a-leash on the hole. Walk west, to the Broken Drum. Walk inside. Pick up the matches. Talk to the bartender. Pick up the tankard. Pick up the matches. Look at the green drink. Talk to the bartender. Pick up the glass. Talk to the scared guy. Walk east, northeast, to the Unseen University. Walk to the path. Put the butterfly net in Rincewind’s inventory. Use the ladder on the window. Use the butterfly net on the pancake. Return through the window. Walk west, inside, to the kitchen. Pick up the frying pan. Walk west, to the closet. Use the matches on the shape. Pick up the packet. Walk west, to the arch chancellor’s room. Give the staff to the arch chancellor. Give the dragon breath to the arch chancellor. Give the imp to the arch chancellor. Give the hair roller to the arch chancellor. Give the frying pan to the arch chancellor. Find the dragon’s lair. Walk to the inn. Open the door. Walk north. Pick up the sheet. Walk east. Pick up the bubble bath. Walk west, west, west, Unseen University. Walk inside, to the library. Look at the banana. Talk to the sleazy guy. Ask about the banana. Leave the sleazy buy. Give the four piles of treasure to the sleazy guy. Give the gold banana to the librarian. Walk to L-space. Wait for the thief to arrive. Use the book the thief used to escape. Walk to the book shelf. Follow the thief to the hide-out. Use the knocker. Walk east, to the park. Use the frog on the drunk. Use the butterfly net on the butterfly. Walk east, to the street, to the corner. Pick up the pot. Use the butterfly on the lamp. Walk east, to the alley. Open the door. Look at the graffiti. Walk east, east, to the inn. Open the door. Walk north. Use the sheet on Rincewind. Pick up the jewelry box. Open the door. Walk west, west, to the hole, to L-space. Walk west, west, west, to the street, to alley. Pick up the robe. Walk east, east, to the Broken Drum, inside. Talk to the scared guy. Walk east, northeast, to the Unseen University. Walk inside, to the library, to L-space. Walk to the bookshelf, to the hide-out. Use the left drainpipe. Wait for the thief to knock on the door. Use the glass on the drainpipe. Use the robe on Rincewind. Walk east, to the inn. Open the door. Walk north. Use the sheet on Rincewind. Pick up the jewelry box. Open the door. Walk west, west, to the drum, inside. Look at the picture. Use the glass. Use the ladder on the shingle. Walk northeast, to the hole, to L-space. Walk west, to the kitchen. Pick up the corn flour. Walk west, to the dining room. Use the drumstick on the gong. Walk west, west. Pick up the bag. Walk to the path. Pick up the fertiliser. Pick up the garbage can. Walk west, west, to the square. Talk to Dibbler. Exchange pleasantries with Dibbler. Leave Dibbler. Talk to the lovable street starfish. Walk north. Wait for Dunnyman to arrive. Give the donut to Dunnyman. Walk west. Open the door. Talk to the troll and wait until it’s your turn. Walk to the trapdoor. Open the door. Talk to the girl. Walk east, west, to the palace. Use one of the ink blots on one of the guards. Walk northeast. Talk to the peasant. Use the garbage can on the fool. Try to pick up the custard book. Open the door. Use the bubble bath on the bath. Pick up the cap. Walk east, west, southwest, to the city gate. Open the crate. Get the fireworks and keg from the open crate. Give the pass to the guard. Walk to the city gate, to dark wood. Try to walk east. Pick up the feather. Pick up the egg. Walk east, to the dark wood. Open the door. Use the pot on the cauldron. Walk west, west, to the edge of the world. Use the coconut tree. Use the butterfly net on the coconuts. Pick up the lamp. Walk east, to Ankh-Morpork, west, to the street. Walk to the toy store. Pick up the toys. Walk west, to the fishmonger. Use the string on the octopus. Walk northwest. Use the pot on the can. Use the octopus on the can. Walk east. Use the prunes on the caviar. Walk northwest. Pick up the belt. Walk east, east, to the barber shop. Give the note to the barber. Use the apparatus. Walk west, east, to the barn. Pick up the screwdriver. Walk west, to the alley. Put the doll in Rincewind’s inventory. Walk to the tile. Use the doll on the right chimney. Walk to the window. Open the door. Walk inside. Use the keg on the fireplace. Use the string on the keg of firepowder. Walk east. Use the matches on the fuse. Walk west, to the Unseen Univerity. Walk inside, to the library, to L-space. Walk to the bookshelf, to the Shades. Walk east, east, to the house. Talk to the Lady of Negotiable Affection. Use the screwdriver on the coconut. Give the egg to the Lady of Negotiable Affection. Give the coconut to the Lady of Negotiable Affection. Give the corn flour to the Lady of Negotiable Affection. Walk southwest, west, west, south. Walk to the hole, to L-space. Walk west, west, west, to the square. Give the yellow bloomers to the lovable street starfish. Walk west, to the Shades, east. Use the handshake skill on the mason. Walk east. Use the bra on the ladder. Use the ladder on the hovel. Walk east. Try to pick up the key. Use the feather on the thief. Pick up the key. Walk west. Pick up the ladder. Walk west, west, south, to the barn. Give the skeleton key to the dragon. Give the trowel to the dragon. Give the tooth to the dragon. Give the brush to the dragon. Give the belt to the dragon. Give the cap to the dragon. Walk to the square. Talk to the witch. Ask a question. Talk to the witch. Try sarcasm on the witch. While the witch is occupied, pick up the custard book. Walk west, to the Unseen University. Walk inside, to the library, to L-space. Pick up the book. Use the dragon book on the custard book. Use the dragon book on the empty space. Walk to the city gate, to the woods. Use the crank. Use the pot on the bucket. Use the screwdriver on the crank. Walk west, to Ankh-Morpork. Walk west, to the hide-out. Use the knocker. Walk east, to the alley. Open the door. Talk to the alchemist. Try sarcasm on the alchemist. Pick up the box. Walk east, west, to the Broken Drum, inside. Look at the green drinks. Talk to the barman. Talk to the barman. Use the glass. Use the string on the worm. Walk east, northeast, to the square. Talk to the old timers. Ask a question. Leave the old timers. Talk to Dibbler. Talk to the Amazon Warrior. Ask a question. Leave the Amazon Warrior. Pick up the egg. Pick up the snake. Use the starch on the snake. Use the fertiliser on the snake. Walk west, to the palace. Use the paper bag. Give the paper bag to one of the guards. Walk northeast. Open the door. Pick up the brush. Walk east, to the dungeon. Use the worm on the hole. Use the rat. Use the imp on the Impstamatic. Use the skeleton. Use the crank on Chucky’s rack. Pick up the sword. Walk west, west, southwest, to the Unseen University. Walk inside, to the dining room. Use the snake on the staff. Use the broom handle on the butterfly net. Talk to the lecturer in recent runes. Ask a question. Leave the lecturer in recent runes. Walk west, to the arch chancellor’s room. Pick up the hat. Walk east, to the library. Pick up the magic book from the far right of the area. Walk west, to the kitchen. Pick up the spatula. Walk west, west, west, to the street. Walk to the toy shop door. Use the bone on the glue pot. Walk west, to the barber shop door. Pick up the little book. Walk west, east, to the city gate. Talk to one of the guards. Ask about the sword. Leave the guard. Walk to the city gate, to the mine, inside. Talk to the Dwarf. Give the sword to the Dwarf. Walk outside, east, to Ankh-Morpork. Walk west, to the Broken Drum, inside. Talk to the barman. Walk east, northeast, to the inn. Open the door. Look at the door. Talk to the door. Become angry with the Bogeyman. Leave the Bogeyman. Use the screwdriver on the Bogeyman. Talk to the Bogeyman. Become angry with the Bogeyman. Leave the Bogeyman. Walk east. Use the pot on the soap. Use the brush on the pot. Walk west, west. Use the bone on the dog. Talk to the sailor. Look at the tattoo. Talk to the innkeeper. Talk to the sailor. Walk west, to the livery stable. Use the brush on the bumper bar. Look at the bumper bar. Look at the bumper sticker. Look at the number plate. Leave the bumper bar. Walk west, to Lady Ramkin’s Dragon Sanctuary. Open the gate. Use the knocker. Talk to Lady Ramkin. Walk to the path. Talk to Lady Ramkin. Walk west. Use the knocker. Wait until Lady Ramkin answers the door. Talk to Lady Ramkin. Use the knocker. Wait until Lady Ramkin answers the door. Walk to the path. Pick up the rosette. Pick up the leash. Pick up the nail. Walk west, south, to the Shades, east. Use the spatula on the mural. Walk east, to the house. Talk to Big Sally. Walk south. Use the ladder on the hovel. Walk to the hovel. Open the bag. Pick up the knife. Walk west. Pick up the ladder. Walk west, west, south, to the square. Open the door. Talk to the troll. Walk east. Open the door. Talk to the girl. Give the appointment book to the girl. Wait until it’s your turn. Walk west, to the city gate, to the city gate. Walk to the dark wood. Open the door. Look at the pink potion. Talk to Nanny Ogg. Ask about the potion. Use the custard tart on Rincewind. Pick up the pink potion. Use the wool. Use the rosette on the sheep. Use the Impstamatic on the sheep. Use the sheep picture on the framed picture. Pick up the mallet. Use the hatch. Walk west, west, to the edge of the world. Use the whistle on Rincewind. Get a firecracker from the fireworks. Use the matches on the firecracker. Use the lit firecracker on the parrot. Use the butterfly net on Polly. Look at the hat. Use the hat on the fork. Use the chain of handkerchiefs. Pick up the glint. Use the chain of handkerchiefs. Walk east, to Ankh-Morpork. Walk west, to the inn. Give the parrot to the sailor. Give the whistle to the sailor. Walk west, to the Broken Drum, inside. Use the nail on the beam. Use the picture on the beam. Talk to the braggart. Use the truth potion on the tankards. Give the tankards to the baggart. Walk to the trapdoor. Look at each of the barrels. Use the tankard on the barrel of Elderberry wine. Put the tankard in Rincewind’s inventory. Walk to the trapdoor, east, northeast, to the city gate. Walk to the city gate, to the woods. Talk to the barber. Give the appointment book to the barber. Walk west, to the mine, inside. Give the tankard to the Dwarf. Give the sword to the Dwarf. Walk outside, east, to the gorge. Use the carpet on the monk. Walk inside. Pick up the bandana. Use the leash on Luggage. Use the blindfold on Rincewind. Use the pouch on the sand. Use the pouch on the Eye of Offler. Walk west, to Ankh-Morpork. Walk west, to the street, to the barber shop door. Talk to the barber. Pick up the scissors. Walk west, east, to the square, north. Use the knife on the rubber band. Walk west. Talk to the lovable street starfish. Walk west, to the alley. Put the rubber belt in Rincewind’s inventory. Put the knife in Rincewind’s inventory. Walk to the tile. Use the knife on the ladder. Walk to the tower. Climb to the tip. Use the rubber belt on the tip. Climb down. Walk to the window. Talk to the assassin. Walk north, to the square. Use the scissors on the tail. Walk west. Walk to the square. Pick up the key. Walk west, to Lady Ramkin’s Dragon Sanctuary. Walk to the path. Use the key on the door. Open the door. Pick up Mambo. Walk west, south, to the inn. Get a firecracker from the fireworks. Use the matches on the firecracker. Use the lit firecracker on M16. Walk west. Use the custard tart on the dragon.

The Adventures of Down Under Dan

Push the lower right button in the upper group of green indicator buttons. Walk away from the controls. Walk to the back of the far crates. Walk south. Wait until the emu hits the plane. Walk away from the controls. Get the polyethysomething. Get the parachute. Walk behind the far crates. Use the knife on the crate with the first aid cross. Walk south. Use the polyethysomething on Dan. Avoid the pelicans until the ground appears. Use the parachute on Dan. Use the knife on the parachute. Use the knife on the parachute. Use the log. Walk east, while avoiding the hole. Get the stick. Walk west around the cliff. Use the cave. Walk west. Get the stick. Get the smouldering stick. Walk west around the cliff, west. Get the stick. Repeat until you have 10 sticks. Walk west around the cliff. Use all the sticks on the fireplace. Use the bark on the fireplace. Use the smouldering stick on the fireplace. Use the comfortable ground. Walk west, south, around the mud to the left side of the billy. Get the billy. Walk south. Wait until the stick is in the middle of the river. Swim to the stick. Swim to the southern shore. Use the stick on the trap. Use the first aid kit on the wound. Walk south, north, east, to the store. Talk to the shopkeeper. Talk to the shopkeeper. Walk west. Use the garbage can. Walk west, south, east, to the farm, south. Use the food scraps on the pigs. Walk south. Use the food scraps on the black chicken. Walk into the house. Follow Nicole to the bedroom. Get the shotgun. Walk south, to the west side of the house. Talk to Nicole. Wait until Nicole leaves. Open the kitchen cupboard. Get the gas tank. Walk south, west, southeast, north. Walk south, north until the man appears. Wait until the man stops swinging the axe. Talk to the man. Give the billy to the man. Walk east, to the store. Use the money on the shearing handpiece. Use the money on the shotgun shells. Walk west, west, south, east, to the farm, to the bedroom. Get the shotgun. Walk south, west, northeast. Use the bullets on the rabbits as they arrive. Repeat until you have 10 rabbits. Walk south, southeast, north. Walk south, north until the man appers. Wait until the man stops swinging the axe. Give the rabbits to the man. Walk east, to the store. Use the money on the shearing blades. Walk west, west, south, west. Jump from log to log to cross the river. Walk east. Use the map on Dan. One of the three paths (green, red or blue) is the correct one. Which one is random. Jump from rock to rock in the correct path until you reach the top. Jump on the fire. Walk west, south, into the hole. Use the wheel. Walk south. Get the grub. Using a grub on Dan will raise his health by 20%. Walk south, south, north, north, east. Get the grub. Walk south, east, north, north. Use the chalk on Dan. Walk east. Swim across the river. Walk south, east, to the farm, south, east. Use the stick on an ant hole in the dirt track. Using the ant on Dan will raise his health by 50%. Note trying to capture an ant while carrying one will mean your death. Eat ants until Dan is at full health. Make sure you carry an ant at all times. Walk south, into the barn. Use the valve on the bike. Use the gas tank on the bike. Use the bike. Walk east. Use the shearing handpiece on the red shearing stand. Walk east, south, to the bedroom. Talk to Jack. Walk south, to the kitchen. Wait until Nicole leaves. Use the cupboard. Get the jar. Walk south, west, southeast. Talk to the aboriginal. Walk north. Walk south, north until the man appears. Wait until the man stops swinging the axe. Talk to the man. Give the trap to the man. Walk south, west. Jump over the logs and crocodiles to the other side of the river. Walk east. Use the map on Dan. One of the three paths (green, red or blue) is the correct one. Which one is random. Jump from rock to rock in the correct path until you reach the top. Walk west, south. Use the translator on the kangaroo. Walk south, east. Jump over the logs and crocodiles to the other side of the river. Walk north, to the joey. Walk east, east. Use the map on Dan. One of the three paths (green, red or blue) is the correct one. Which one is random. Walk west, south. Give the joey to the kangaroo. Walk south. Use the wildlife translator on the wombat. Give the yams to the wombat. Walk east. Jump over the logs and crocodiles to the other side of the river. Walk north, south, south, south, south, south. Use the button marked 5. Walk south, north, north, east, east, east. At this point, make sure Dan is at full health and carries an ant. Walk east. Use the map on Dan. One of the three paths (green, red or blue) is the correct one. Which one is random. Walk west, south, to the hole. Get the map. Walk south, south, east, north. Use the button marked 2. Walk south, south, south. Walk north, north, north, north. Walk east, east. Use the button marked 3. Walk south, south, south, south. Walk east, north, east, south. Walk south, west, north, east. Use the button marked A. Walk south, south, east, east. Use the A253 code sheet on the slot. Walk to the beams. Walk north. Use the widlife translator on the koala. Walk west. Get the boomerang. Walk east, east. Get the bone. Walk west, south. Use the A253 code sheet on Dan. Walk west, north, north Use the chalk on Dan. Walk east, south. Give the bone to the aboriginal. Walk east, northeast. Use the boomerang on the snake. Jump to the lower left rock. Get the polythysomething. Use the cord on the bull. Walk to the farm, to the bedroom. Make sure Dan is at (near) full health. Walk west, southeast, west. Jump over the logs and crocodiles to the other side of the river. Walk north, south, south, south, south, south. Use the button marked 5. Walk south, north, north, north. Use the button marked 9. Get the grub. Walk south, east, east, east, east. Use the map on Dan. One of the three paths (green, red or blue) is the correct one. Which one is random. Jump from rock to rock in the correct path until you reach the top. Walk west, south, into the hole. Walk south, north, east. Walk north, north, north, north. Walk north, west, north, west. Use the button marked 6. Get the grub. Walk south, east, north, north, north, east. Use the button marked A. Walk south, south, east, east. Use the 2369 code sheet on the slot. Walk to the beams. Use the polyethysomething on the rock wave. If done at exactly the right time, you end up behind the black snake and catch it. Use the 2369 code sheet Dan. Walk west, north, north. Use the chalk on Dan. Walk east, south, east, to the farm, to the bedroom. Talk to Jack. Get the small bottle. Get the shotgun. Walk south, to the kitchen. Talk to Nicole. Look at the basket. Use the small bottle on the bottle of Eucalyptus oil. Walk south, south, east. Use the wildlife translator on the bird. Give the snake to the bird. Walk west, south, west, northeast. Use the bullets on the rabbits as they arrive. Repeat until you have 5 rabbits. Walk east, to the farm, to the kitchen. Give the rabbits to Nicole. Walk south, west, southeast, north, east, to the store. Use the money on the shotgun shells. Make sure you have at least 21 shells. Depending on how good you are with the shotgun, you might want to repeat to get more shells. Walk west. Use the pub door. Talk to the man. Walk south, west. Wait until the man stops swinging the axe. Talk to the man. Use the Mighty tree. Walk east. Use the pub door. Talk to the man. Talk to the barmaid. Give the ring to the barmaid. Use the book on Dan. Walk south, west, south, west. Jump over the logs and crocodiles to the other side of the river. Walk north, south, south, south, south. Shoot the bat. Walk south. Use the button marked 5. Walk south, north, north, north. Use the button marked 9. Walk south, east, east, east, east. Jump up the cliff. Walk west, south, into the hole. Walk south, north, east. Walk north, north, north. Shoot the bat. Walk north, north, west, north, west. Use the button marked 6. Walk south, east, north, north, north, east. Use the button marked A. Walk south, south. Shoot the bat. Walk east, east. Use the A253 code sheet on the slot. Walk to the beams. Walk north, west. Use the tranquilizer shells on the kangaroo. Make sure you hit it in one try. Walk east. Give the Eucalyptus oil to the koala. Walk east. Use the kangaroo. Walk west, south. Use the A253 code sheet on Dan. Push the button. Walk west, north, south, south. Walk south, south, south, north. Shoot the 5 spiders. Walk west. Push the button marked 0. Walk south, north, east. Shoot the 5 spiders. Walk south. Shoot the bat. Walk east, north, north, north, north. Shoot the bat. Walk south, south, west, east, north. Push the button marked 2. Walk south, south, north, north, east, east. Push the button marked 4. Walk south, north, north, north, east. Shoot the 5 spiders. Walk north, east. Push the button marked 7. Walk south, south, west. Walk north, north, west, east. Walk north, north, east, east. Use the 2047 code sheet on the slot. Walk to the beams. Walk south, south, west, north. Walk to the bushes at the left side. Walk around until Dan remarks it is a good hiding place. Wait until the Tasmanian tiger appears. Walk out of hiding. Use the tranquilizer shell on the tiger. Walk south, west. Use the jar on the tiger. Walk west, south, north, north. Use the 2047 code sheet on Dan. Walk west, north, north. Use the chalk on Dan. Walk east, south, east, to the farm, behind the barn. Use the jar on the toilet seat. Walk west, west, southeast. Give the jar to the aboriginal. Walk east, to the farm, to the bedroom. Give the jar to Jack. Walk south, to the kitchen. Talk to Nicole. Make sure Dan is at (near) full health. Walk south, west, southeast, north, east, south. Use the opal detector on Dan. Move the opal detector around until it digs up the opals. Use all five bats on the termite mound. Get the opals. Walk south. Use the pub door. Give the opals to the man. Use the book on Dan. Walk south, west, south, west. Jump over the logs and crocodiles to the other side of the river. Walk east. Jump up the cliff. Walk west, south, into the hole. Walk south, south, south. Walk north, north, east. Walk south, east, north, north. Use the knife on the crack. Use the dynamite on the hole. Use the button. Walk south. Use the shotgun shells on the flashing green button. Walk north, north. Go left, left, right, right, left, left. Wait until you reach the gold dust.

Cedric and the Revolution

Pick up the bellows. Pick up the hammer. Look at the matches. Talk to Victor. 2 Walk south. Pick up the fishing net. Use the hammer on the nails. Walk to the passage to the castle. Pick up the bouncy ball. Walk south, east. Use the bellows on the tax collector. Pick up the monocle. Pick up the crab. Pick up the monocle. Use the monocle on Captain Howard. Walk to the bar. Pick up the glass. Pick up the coffee beans. Pick up the honey. Walk west, west, to the door. Use the empty glass on the bucket with water. Walk south, east, to the bar. Use the glass of water on the coffee machine. Use the matches on the coffee machine. Use the coffee beans on Pinchy the crab. Use the coffee powder on the coffee machine. Use the empty glass on the coffee machine. Use the glass with coffee on the barman. Use the honey on the fishing net. Walk west, west, west. Use the sticky fishing net on the hole. Talk to Victor. 2 Use the bouncy ball on the hat. Walk east. Wait until the guard returns. Talk to the guard. 15 Use the pretzel on Victor. Wait until the guard returns. Talk to the guard. 15 Use the soup on the toilet. Wait until the guard returns. Wait until the guard turns around. Use the bowl on the guard. Use the spoon on the key. Use the keys on the lock. Use the drawer. Look at the drawer. Use the burger on Cedric. Walk east. Pick up the plank. Walk east. Use the plank on the desk. Pick up the key. Walk to the cell. Use the keys on Victor. Walk west, east. Talk to the rat. 23 Use the cheese on the rat. Talk to the rat. 23 Talk to Victor. 3 Talk to Victor. 3 Talk to the gargoyle. Talk to the gargoyle. 1112 Use the right window. Walk east. Use the left window. Pick up the candles. Use the candles on the hot water pipe. Talk to Victor. 3 Use the bricks. Use the melty candles on the floor. Pick up the tree. Pick up the feather. Walk east. Use the right window. Use the right window. Look at the book. Exit. Walk east. Use the feather on the gargoyle. Use the bowl on the gargoyle. Use the left window. Walk east. Use the bowl on the potato press. Use the leaves on the potato press. Use the potato press. Pick up the bowl. Use the photo of Cedric and Victor on the bowl. Walk east. Talk to Victor. 3 Use the bricks. Use the bowl on the circle of candles. Use the knurled handle. Walk north. Use the cabinet. Pick up the handle. Walk east, east. Use the left window. Use the handle on the cold water pipe. Use the handle. Talk to Victor. 3 Use the bricks. Walk north. Use the bowl on the king.

Chewy: ESC from F5

Take the notebook. Take the monocle. Use the notebook. Use the monocle on the open book. Take the slime. Take the pillow. Wait until the sensors appear. Use the slime on the eye sensor. Use the pillow on the food hose. Use the card slot. Take the spinach. Take the cable. Walk west. Use the cable on the grating. Walk east, east. Use the ID-card on the card slot. Push the left button. Push the middle button. Use the spinach on the probe with Chewy. Wait until Chewy reaches the other end of the grating. Use the ID-card on the card slot. Push the button. Use the card slot. Walk north. Take the steel cable. Take the sign. Use the sign on the Boca Bola vending machine. Use the ID-card on the middle card slot. Walk to the open door, north, to the open door, north. Use the Boca Bola vending machine. Use the cup dispenser. Walk to the open door. Take the bucket. Use the steel cable on the hook. Use the bell. Use the bell. Take the plot-dog. Use the bell. Open the wooden door. Walk east. Push the button. Take the pliers. Use the bucket of plaster on the Nemoyan. Talk to the Nemoyan. 31444 Use the nose pliers on the loose stone. Use the nose pliers on the bucket of red hot coals. Walk down the secret passageway. Use the nose pliers on the grating. Take the paint bucket. Walk east. Use the plot-dog on the crack in the wall. Walk east. Use the dee paint bucket on the wall. Use the crate. Wait until the Bork arrives. Take the Bork. Walk east. Use the ID-card on the scanner card slot. Use the flat Bork on the scanner. 34 Use the scanner card slot. Use the ID-card on the eastern card slot. Walk to the open door. Take the good luck charm. Use the good luck charm on the right transformer tube. Wait until the Bork arrives. Use the transformer terminal. Walk north, to the northern open door. Talk to the garbage Bork. Walk to the conveyor belt. Use the glider. Use the glider. Take the translator. Leave the glider. Use the scrap metal. Use the slime. Use the translator on the hermit. Talk to the hermit. 11222 Use the hot coals on the old camp fire. Use the glider. Use the Fluxo-Flex on the Fluxo-Flex-Case. Use the start button. Use the eastern grating. Walk to the opening. Use the middle lever. Take the rope. Use the top lever. Use the middle lever. Use the bottom lever. Walk through the newly opened passage to the southeastern grating. Use the southeastern grating. Use the Surimy on the Bork. Walk to the passage, to the southern grating. Use the southern grating. Use the rope on the railing. Use the rope. Walk to the scanner, to the open door. Take the cybercrown. Use the left cyber lever. Use the left cyber lever. Use the middle cyber lever. Use the right cyber lever. Use the right cyber lever. Use the right cyber lever. Leave cyberspace. Take the cartridge. Use the western button. Use the cartridge on the cartridge slot. Use the cartridge slot. Walk downstairs. Use the empty cup on the fluid. Use the full cup on the lever. Use the lever. Use the rope. Walk to the opening. Walk northwest. Use the space glider. Use the cartridge on the cartridge slot. Use the start button. Walk west. Take the funnel. Take the fishing pole. Take the hose. Walk upstairs. Take the milk. Walk east, around the house. Use the hose on the pump. Take the hose. Use the hose on the cellar window. Walk west, inside, south. Take the coffee. Look at the drawer. Use the drawer with the knife inside. Use the refrigerator. Take the turkey leg. Shut the ice-box. Use the coffee on the kitchen appliance. Use the sour milk on the kitchen appliance. Walk east, to the cellar, east. Use the hose. Use the empty milk bottle on the hose. Use the glider. Take the translator. Leave the glider. Walk west, upstairs, upstairs, east. Give the turkey leg to the tomcat. Take the bone. Take the ghetto blaster. Walk north, downstairs, east, around the house. Use the knife on the car seat. Use the spring. Take the pumpkins. Use the knife on the pumpkin. Use the bone on the angel. Use the fishing pole and bone on the glass. Walk to the glass. Use the translator on the rooster. 22 Give the dentures to the rooster. Take the chicken feed. Use the chicken feed on the seesaw. Walk west, inside, south. Use the eggs on the kitchen appliance. Use the pumpkin meat on the kitchen appliance. Take the mug. Walk east, north. Use the funnel on Howard. Walk east, west. Take the remote control. Use the remote control on the TV player. Use the translator on the TV player. Use the remote control on the TV player. Use the remote control on the TV player. Use the remote control on the TV player. Use the remote control on the TV player. Use the remote control on the TV player. Use the cassette player on the TV player. Walk west, east. Use the pumpkin mask on Chewy. Walk north, to the store. Talk to Miss Hoggendobber. Talk to Holly. 1 Use the vending machine. Talk to Holly. 1113 Walk south. Take the coin. Walk west, inside, north. Use the paper on the typewriter. Use the cyber-crown on the typewriter. Take the F5-manuscript. Walk east, west. Give the manuscript to Howard. 34 Take the Surimy. Walk east. Use the Surimy on the car wreck. Walk inside, upstairs, upstairs. Use the trap door. Take the plant. Use the pumpkin seeds on the flower pot. Use the water-filled milk bottle on the flower pot. Use the Surimy on the flower pot. Use the trap door. Walk downstairs, downstairs, east. Use the pumpkin mask on Chewy. Walk north. Look at the poster. Talk to the salesman. Use Howard on the salesman. Use the pumpkin mask on Chewy. Walk north. Use Howard on the policeman. Use the telephone box. Use Howard on the mayor. Use the Ghost Hunter’s voice on Mr. Pumpkin. Give the bottle of pumpking liquor with PG-Lady to the mayor. Walk to the store. Talk to Holly. Talk to Molly. Walk south, to the train station. Use Howard on the employee. Use the mail bag. Use the postage stamps on the letter. Use the stamped letter on the mail bag. Walk north, west. Use the mail box. Use the pumpkin mask on Chewy. Walk north, to the train station. Give the money to the paperboy. Look at the magazine. Page through it. Look at the want ads. Look at the poster. Leave the poster. Walk to the dark alley, to the east side. Note the two equations and the lone number. Use the combination lock. Turn to 762. Go back to the alley. Walk south. Use the signet ring on the taxi sign. Go to the publishing house. Use the switch. Use the switch. Use the switch. Talk to the salesman. Use the taxi. Go to the hotel. Give the Spark-Bodgers poster to the boy. Walk into the hotel. Use the ash tray. Walk west. Use the cigar on the boy. Walk into the costume shop. Talk to the costume rental man. Take the calling card. Look at the calling card. Walk west, into the hotel. Use the chewing gum on the water pipe. Walk upstairs. Use the hotel key on the third door from the left. Use the hotel key on the fifth door from the left. Use the hotel key on the fifth door from the left. Take the bottle of liquor. Take the captain’s hat. Walk west. Use the hot dog on the re-con cockroach. Walk north. Use the hotel key on the second door from the left. Walk west. Take the exterminator’s tools. Use the exterminator’s equipment on the cockroach army. Look at the window. Walk north, east, west. Use the taxi sign. Go to the publishing house. Use the window washer platform. Use the exterminator’s equipment on the secretary. Walk inside. Use the taxi. Go to the harbor. Take the chewing tabacco. Talk to the sailor. 23 Use the tabacco on the liquor bottle. Give the liquor bottle to the sailor. Use the taxi sign. Go to the TV studio. Use the magazine on the porter. Use the taxi. Go to the hotel. Walk into the costume shop. Give the order form to the costume rental man. Walk west. Use the taxi sign. Go to the publishing house. Use the lolita langusta costume on the telephone booth. 12 Use the to the printers spot. Use the manuscript on the to the printers spot. Use the telephone. Use the taxi. Go to the TV studio. Use the invitation on the porter. Walk north. Take the ashtray. Walk north, west. Talk to Nichelle. 223 Give the wrist watch to Nichelle. Talk to the effects man. Give the plaster mask to the effects man. Use the ashtray on the stage. Use the handbag. Walk north. Use the small device on Laura Letter. Use the device. Use the crate. Use the door. Walk into the travel agency. Take the parrot. Take the artifact. Take the records. Take the glass. Open the bureau. Use the open bureau. Use the records on the grammaphone. Use the nose pliers on the artifact. Walk west. Give the artifact to the trader. Walk into the bar. Use the parrot on the diva. Give the gift certificate to the barkeeper. Use the piranha on the bloody mary. Give the surprise bloody mary to the diva. Talk to the parrot. 314 Give the gala costume to Nichelle. Give the small Choco-Clint to Indigo Brown. Walk east, west, to the bridge, west, west. Use the bushes. Take the machete. Walk north. Use the left vine. Use the right vine. Use Howard on the right vine. Use Nichelle on the right vine. Walk west. Use the machete on the rubber plant. Use the rubber plant. Walk north. Give the medium Choco-Clint to the big chief. Take the cork screw. Walk east. Use the cork screw on the left dugout. Use the rubber tree plant on the right dugout. Walk west. Talk to the big chief. Walk west. Use the videotape on the home entertainment center. 2 Walk northwest. Go to the film set. Talk to Nichelle. Give the home entertainmenter center to the director. Walk inside. Take the sleeping pills. Take the gift certificate. Walk east. Give the food certificate to Jim. Use the tranquilizer on the jungle-burger. Walk south. Go to the hermit’s hut. Use the kill burger on the piranhas. Walk to the hut. Look at the diary. Walk south. Go to the temple. Walk to the men. Walk east. Go to the film set. Talk to the director. Use the ladder. Use the button. Use the ladder. Take the right Clint-statue. Take the Clint-statue. Walk north, inside. Use the large Choco-Clint on the pedestal. Walk east. Use a stone statue of Clint on the left marking. Use the stone statue of Clint on the right marking. Use the middle marking. Use the ladder. Use the button. Walk north. Use the Borx-glider. Use the navigational computer. Take the radio set. Open the cabinet. Take the blaster. Use the transporter module. Walk south. Shoot the Bork-blaster. Shoot the Bork-blaster. Shoot the Bork-blaster. Shoot the Bork-blaster. Shoot until Howard opens the door. Walk east. Take the hub caps. Use the Bork-blaster on the control unit. Use the Surimy on the wreck. Walk east, east. Use the Surimy on the harbor-bar. 24 Give the bottle of pumpkin liquor with PG-Lady to the ghost. Take the wheels. Walk north. Use the wheels on the mine wagon. Use the mine wagon. Use the chewy merchandise on the door. Use the toilet flush. Take the slime. Use the large Choco-Clint on the document scanner. Use the switch. Use the button. Walk north, to the red door. Use the slime on the probe. Use the start button.

Cirque de Zale

Walk northeast. Open the cabin door. Walk to the cabin door. Pick up the wolf head. Walk west. Talk to Little Red Riding Hoodie. 3335 Use the wolf head on Little Red Riding Hoodie. Pick up the basket of goodies. Walk west. Pick up the dog. Walk east, south. Talk to the pimp. 23 Give the basket of goodies to the pimp. Walk southeast, east. Use the dog on the cat. Pick up the cat fur. Open the cottage door. Walk to the doorway. Talk to Crazy Old Granny Meg. 1114 Give the cat fur to Crazy Old Granny Meg. Look at the poorly balanced jar. Walk south, west, west. Talk to the old man. 23 Walk to the alleyway. Use the sleeping potion on the pie. Walk to the street, to the Guild doors. Walk southeast, east, east, to the circus, to the circus entrance. Talk to the Ringmaster. 111 Talk to Missy. 33 Give the pamphlet to Missy. Talk to Strongman. 33 Give the poster to Strongman. Pick up the face paint. Walk east, south. Talk to the south cricket player. 224 Look at the face paint. Give the face paint to the cricket player. Walk east. Talk to the kids. 223 Talk to the mother. 11111 Give the hairy doll to the mother. Pick up the little bike. Walk west, west, west, west. Look at the carved sign. Walk upstairs. Talk to Drew Lander. 11112 Talk to Drew Lander. 13 Give the glasses to Drew Lander. 11 Walk southeast, northeast. Talk to the bear. 111113 Give the little bike to the bear. Walk west. Talk to the fisherman. 113 Give the can o’seal to the fisherman. Walk east, south, southeast, east. Walk east, to the circus tent, to the circus entrance. Talk to the Ringmaster. 3 Walk east, south, east. Give the circus deed to the mother. Walk west, west, west. Give the circus deed to Zanebono. 23 Walk west. Give the circus deed to Laria. Talk to Adrastos. 2222212 Give the circus deed to Adrastos. Walk north. Give the circus deed to the bear. Walk south, southeast, east, east. Walk to the circus tent, to the circus entrance. Give the colouring book to Welk. Walk east. Use the large low window. Pick up the martini glass. Pick up the umbrella. Pick up the sun hat. Walk to the jungle. Give the fishing rod to Welk. Walk north. Use the pitchfork on the bird. Pick up the blue lego brick. Walk south, east. Give the blue lego brick to Dustin. Give the martini glass to Dustin. Give the umbrella to Dustin. Give the sun hat to Dustin. Walk to the jungle. Use the key on the cover. Use the ladder. Pick up the bat. Use the bat on the device of destruction.

Calsoon 2: The Legend of the Looncalsoon

Walk west. Talk to the deep hole. Walk south, west, northeast. Pick up the saw. Walk west. Use the saw on the frozen object. Pick up the block of ice. Walk east, north, north, east. Pick up the hammer. Pick up the pliers. Pick up the shovel. Use the pliers on the burning coal. Use the burning coal on the block of ice. Use the coins on the pliers. Use the pliers on the burning coal. Walk west, west. Use the burning coin on the deep hole. Talk to the deep hole. 11111111 Walk south, west, northwest. Talk to the military guy. 33 Walk east, southeast, east. Use the button. Wait until Tork expresses his interest. Walk east. Look at the southeastern grave. Use the shovel on the southeastern grave. Walk west, west, west, northwest. Give the holy grenade to the military guy. Walk east, southeast, north, north, east. Use the bomb on the burning coal. Walk west, west, south, east. Use the lit bomb on the elevator. Walk east, east. Pick up the Looncalsoon. Walk west, west, north, north. Pick up the stick. Walk west, south. Use the stick on the rock. Use the shovel on the rock. Walk north, north, north. Talk to Fat Willy. 312 Walk to the cave. Pick up the log. Walk east, north, east. Pick up the mug. Talk to Skully. 6666 Pick up the mug. Walk west, south, south, east, east. Take the tool box. Look at the tool box. Walk west, west. Look at the west torch. Use the west torch. Look at the west torch. Use the file on the stick. Use the west torch. Use the wooden peg on the west torch. Walk east, north. Use the button. Use the button. Use the button. Use the button. Walk south, west. Use the ladder. Use the button. Use the button. Use the button. Use the button. Use the button. Use the button. Use the ladder. Walk north, north. Use the ladder. Walk south. Use the button. Use the button. Use the button. Use the button. Walk north. Use the ladder. Walk south, east. Use a wooden block. Walk north. Pick up the book. Use the mug on the pool of water. Walk south. Use a wooden block. Walk west, north, east. Give the book to Skully. Use the hammer on the magnifier. Use the file on the glass shards. Use the lenses on the copper wire. Give the glasses to Skully. Talk to Skully. 67 Walk west, south, south, east, north. Use the mug on the hole. Walk south, west, north, east. Use a wooden block. Walk north. Use the panel. Leave the panel. Use the mug on the pool of water. Walk south. Use a wooden block. Walk west, south, east, north. Use the mug on the hole. Use the hole. Walk south, west, north, east. Use a wooden block. Walk north. Use the stone piece on the panel. Use the panel. Construct the image.

Bargon Attack

Take the umbrella. Take the unknown object. Use the rusty key on the lock in the trunk. Search the inside of the trunk. Search the inside of the trunk. Take the button from the frockcoat. Take the advertising. Use the button on the piggy bank. Walk down the escalator. Open the saddle on Patrick’s Bike. Search the saddle. Search the saddle Search the saddle. Use the door. Take the one-franc coin. Examine the manhole. Use the screwdriver on the grate. Take the thingummie. Use the coin on the telescope. Look at the Pompidou Centre. Look at the poster. Note the program. Use the key micro on the lock in the door. Walk east. Take the cylinder for pumping the tires. Take the key for Nono’s scooter. Take the unknown object from the building site. Use the drill on the badge. Use Nono’s key on Nono’s scooter. Use the compressed air on Nono’s scooter. Enter the bar. Talk to Mr Havajarr. Enter the back room. Take the billiard cues. Use the card-table cloth. Use the card-table cloth. Use the card-table cloth. Take the unknown object. Use the small key on the lock in the trophy case. Take the cup in the topleft corner of the trophy case. Take the unknown object. Use the twisted key on the lock in the private door. Use the switch in the private room. Use the switch on the wall. Take the second leaflet. Use the second leaflet on yourself. Note the text. Walk west. Give the 200 francs from the wallet to Mr Havajarr. Leave the bar. Enter the bakery. Use the stick of liquorice. Give the coins in the wallet to the baker’s wife. Leave the bakery. Use the first leaflet on the chink under the garage door. Use the second leaflet on the chink under the garage door. Use the liquorice on the lock in the garage. Use the spanner on the back wall. Examine the machine. Use the badge on the imprint next to the ON button. Open the wall closet. Take the spanner from the wall closet. Use the 8 wrench on the hollow wrench. Examine the machine. Push the OFF button. Take the remote control. Use the remote control on the trunk. Take the hood. Use the remote control on the trunk. Use the remote control on the back door. Use the remote control on the table. Enter the car. Close the door. Carefully walk to the skeleton. Take the bracelet. Use the shoot program of the arm unit on the guard. Use the shoot program of the arm unit on the guard. Take the item. Walk to the west cave. Use the mutate program of the arm unit on the sand. Walk to the sea. Use the coin on the credit. Destroy the small crabs. Use the mutate program of the arm unit on the left lion’s mouth. Use the mutate program of the arm unit on the right lion’s mouth. Use the mutate program of the arm unit on the right lion’s paw. Use the shoot program of the arm unit on the right lion’s paw. Take the gloves. Walk east. Take the Story of Renart. Open the book. Take the disk. Walk east. Use the translate program of the arm unit on the red graffiti. Recall the text of the second leaflet. Use the mutate program of the arm unit on the first grotesque. Use the mutate program of the arm unit on the third grotesque. Use the mutate program of the arm unit on the sixth grotesque. Walk to the secret passage. Use the red graffiti. Walk to the secret passage. Use the left ring. Use the shoot program of the arm unit on the left skull. Take the phial. Use the right ring. Walk east. Use the harp. Use the mutate program of the arm unit on one of the points on the panel. Complete the picture according to the program in Pompidou Centre. Push the first button. Push the second button. Walk west. Wait until the boulder stops moving further. Use the right ring. Use the right ring when the boulder begins to hop again. Use the right ring. Use the phial on the fountain. Walk east, north. Use the phial on the plant. Use the chest. While the statue has it’s eyes open, walk onto the tiles. Walk onto the far right tile, which turns the arm-band black. Use the mutate program of the arm unit on the arm-band. Walk onto the near right tile, which turns the arm-band white. Use the mutate program of the arm unit on the arm-band. Walk onto the central right tile, which turns the arm-band red. Use the mutate program of the arm unit on the arm-band. Take the disk from the chest. Use the east door. While the statue has it’s eyes open, walk onto the tiles. Walk onto the central left tile, which turns the arm-band yellow. Use the mutate program of the arm unit on the arm-band. Walk onto the near left tile, which turns the arm-band blue. Use the mutate program of the arm unit on the arm-band. Walk east. Use the sapphire eye in the statue. Take the token. Use the mutate program of the arm unit on the security flywheel. Use the code panel. Push the top left button. Push the button in the center. Push the bottom right button. Use the translation program of the arm unit on the graffiti. Use the code panel. Push the middle button in the top row. Push the middle button in the middle row. Push the middle button in the bottom row. Push the green button. Use the token on the imprint near the graffiti. Use the hood on yourself. Use the shoot program of the arm unit on the unknown species. Take the flower. Use the door at the top of the stairs. Use the flower on the light. Walk around until the Bargonian appears. Use the shoot program of the arm unit on the Bargonian. Use the keyboard. Use the mutate program of the arm unit on the right milestone. Walk across the tiles to the door. Open the door. Use the airlock. Walk to the front of the screen. Use the shoot program of the arm unit on the nearest Guard. Use the shoot program of the arm unit on the nearest Guard. Use the shoot program of the arm unit on the nearest Guard. Use the shoot program of the arm unit on the nearest Guard. Walk east. Use the translation program of the arm unit on stela. Walk around until you disappear in the ground. Wait until you resurface. Wait until the creature takes you away. Walk to the milestone such that you can just see your reflection. Use the mutate program of the arm unit on the milestone. Walk east. Walk onto the right footbridge. Use the mutate program of the arm unit on the right flagstone. Push the right button. Walk onto the bottom footbridge. Use the mutate program of the arm unit on the bottom flagstone. Use the shoot program of the arm unit on the seat. Use the seat. Use the shoot program of the arm unit on the Bargonian. Use the Bargonian elevator. Walk into the elevator. Push the button under the disk drives. Use the save program on disk unit 3. Use the Bargonian elevator. Walk into the elevator. Walk east.

Bureaucracy: A Paranoid Fantasy

Fill out the form and make sure you can remember the data. If the program corrects you, note the correction instead. > WEST > TAKE ALL > EAST > OPEN DOOR > TAKE WALLET > LOOK AT WALLET > GIVE BEEZER CARD TO YOUNG MAN > TAKE LLAMA TREATS > OPEN DOOR > EAST > OPEN MAILBOX > TAKE MAIL > READ IT > LOOK AT STAMP > DROP LLAMA TREATS > NORTH > WEST > OPEN CASE > TAKE ADVENTURE GAME CARTRIDGE > SHOW ADVENTURE GAME CARTRIDGE TO CLERK > YES > LOOK AT SOFTWARE CARTRIDGE > GIVE ADVENTURE GAME CARTRIDGE TO CLERK > DROP CASE > EAST > NORTH > WEST > GIVE LETTER TO TRAVEL AGENT > TAKE TICKET > EAST > EAST > KNOCK ON DOOR > SOUTH > GIVE STAMP TO MAN > TAKE MAIL > LOOK AT MAIL Note the stamp letter and house number. > NORTH > WEST > SOUTH > EAST > WAIT > YES > RAW > NO > NO > NO > NO > SALAD > NO > YES > BEER > DARK > NO > WAIT > YES > RAW > NO > NO > NO > NO > SALAD > NO > YES > BEER > DARK > NO > YES > WAIT Repeat until the waiter serves you your burger. > EAT BURGER > SOUTH > WEST > TAKE LLAMA TREATS > SOUTH > RING DOORBELL > NORTH > EAST > SOUTH > OPEN DOOR > WEST > SOUTH > TAKE PAINTING > NORTH > SHOW PAINTING TO MACAW > TAKE MAIL > LOOK AT IT Note the stamp letter and house number. > DROP PAINTING > EAST > NORTH > WEST > SOUTH > SOUTH > OPEN LLAMA TREATS > OPEN MAILBOX > LOOK IN MAILBOX > PUT LLAMA TREATS IN MAILBOX > TAKE MAIL > LOOK AT IT Note the stamp letter and house number. > SOUTH > WAIT > NORTH > WEST > WAIT > UNFORTUNATELY, THERE’S A RADIO CONNECTED TO MY BRAIN > WAIT > EAST > SOUTH > ACTUALLY, IT’S THE BBC CONTROLLING US FROM LONDON > SOUTH Answer the questions from Popular Paranoia correctly.[+] > CUT BARS WITH HACKSAW > LOOK AT SWISS ARMY KNIFE > PUSH BUTTON > PULL LEVER > TAKE POWER SAW > PLUG POWER SAW INTO PORTABLE GENERATOR > SIT ON GENERATOR > GIVE POWER SAW TO WEIRDO > NORTH > WAIT > WAIT > UP > TAKE MAIL > LOOK AT IT Note the stamp letter and house number. > OPEN ENVELOPE > LOOK AT MEMO > TAKE CHEQUE > LOOK AT CHEQUE > NORTH > NORTH > NORTH > NORTH > NORTH > NORTH Wait until the bank opens. > NORTH > NORTH Find the withdrawal window. > YES > FILL OUT WITHDRAWAL SLIP Fill out the information to withdraw $75, not for illegal activity. Find the deposit window. > NO > GIVE WITHDRAWAL SLIP TO TELLER > GIVE CHEQUE TO TELLER > SHOW BEEZER CARD TO TELLER Find the withdrawal window. > WITHDRAW MONEY > YES > FILL OUT WITHDRAWAL SLIP Fill out the information to withdraw $75. > GIVE WITHDRAWAL SLIP TO TELLER > SHOW BEEZER CARD TO TELLER > SOUTH > SOUTH > SOUTH > SOUTH > WEST > WEST > OPEN ADDRESS BOOK > READ PAGE THREE Note the number of Getlost Airport Cab. DIAL the number of Getlost Airport Cab. Type the last name you filled out the original form with. > AIRPORT Type the street name you filled out the original form with. Type the house number you filled out the original form with. > WAIT Repeat until the man hangs up. > EAST > EAST > WAIT Repeat until the Getlost cab pulls up in front of you. > ENTER CAB > YES > SHOW BEEZER CARD TO DRIVER > YES > WAIT > WAIT > GIVE $20 TO DRIVER > NORTH > NORTH > READ SIGN > SOUTH > SOUTH > EAST Repeat until you are at an entrance where Air Zalagasa is not mentioned. > NORTH > NORTH > WAIT Repeat until the clerk talks to you. > GIVE TICKET TO CLERK > DIRECT > SOUTH > CLIMB PILLAR > CLIMB PILLAR > OPEN GRATE > UP > SOUTH > EAST > NORTH > OPEN GRATE > EAST > CONTROLLER, DENY PERMISSION > WEST > SOUTH > WEST > NORTH > DOWN > PULL RED WIRE > PULL BLACK WIRE > CONNECT RED WIRE TO BLACK WIRE > DOWN > DOWN > TAKE AIRLINE MAGAZINE AND SAFETY CARD > READ AIRLINE MAGAZINE > LOOK AT SAFETY CARD > WAIT Repeat until dinner is served. > FILET > YES > YES > STAND UP > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > SHOW AIRLINE MAGAZINE TO BABY > DROP AIRLINE MAGAZINE > SIT IN SEAT C > PUSH LIGHT BUTTON Note you are escorted back to seat 3B. Note the food is spilled. > TAKE LAMINATED CARD > READ LAMINATED CARD > STAND UP > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > ANSWER PHONE > YES > YES > YES Wait until the attendant arrives. > ASK ATTENDANT FOR STINGLAI KA’ABI > LIFT HATCH > PULL HATCH > WAIT > KNOCK ON HATCH > PULL CORD > WAIT Repeat until you land in the tree. > CUT STRAPS WITH HACKSAW > PUT RECIPE CARTRIDGE IN BOYSERBERRY COMPUTER > LEAVE COOKING POT > LOOK AT LOCKER DOOR > READ SIGN > TURN LEFT HANDLE AND MIDDLE HANDLE > TURN LEFT HANDLE AND RIGHT HANDLE > TURN LEFT HANDLE AND MIDDLE HANDLE > OPEN LOCKER DOOR > WEST > TAKE MAGNETIC KEY-CARD > EAST > PUT UNLABELLED CARTRIDGE IN BOYSENBERRY COMPUTER Type the commands PRINTB, PRINTC, PRINTD and PRINTE corresponding to the stamp letters, in descending order of of house numbers. Read the instruction top to bottom, left to right. > QUIT > EAST Note the number of the room. > NORTH Note the number of the next room. Calculate the difference between the current and previous room number. Note the last digit of the difference. If the last digit is 0: > EAST If the last digit is 1: > SOUTH If the last digit is 2: > UP If the last digit is 3: > NORTH If the last digit is 4: > DOWN If the last digit is 5: > WEST Repeat the procedure until you reach the airlock. > PUT MAGNETIC KEY-CARD IN AIRLOCK DOOR SLOT > OPEN DOOR Repeat until the door opens. > NORTH > WEST > WEST > WEST > OPEN ADDRESS BOOK > READ PAGE ONE > WEST > PLUG BOYSENBERRY COMPUTER INTO MODULAR PLUG > RANDOM-Q-HACKER > RAINBOW-TURTLE > DIR > RUN > PLANE.EXE > WHO > TYP > DVH2.HAK Repeat until a message appears about another user. Note which filename the user is about to use. > REN > DVH2.HAK Enter the filename the user is about the use. > Y > DIR Repeat until the DVH2 shuts down. > WEST > UP > WAIT > WAIT > WEST > SOUTH > SOUTH > WEST > TAKE NEW LETTER > READ NEW LETTER