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.

Adventures in the Galaxy of Fantabulous Wonderment

Get the brick. Use the brick on the window. Use the doors. Walk east. Use the barrel. Walk west. Talk to the thug. 2 Walk south. Talk to the boy. 45 Give the sachet to the boy. Use the doors. Use the elevator. Trade until you have at least 75 credits. Trade pornography at Tarabis 6 with baconburgers at Cary 7. Warp to the Bloody Towel. The best trading route in this sector is trading chocolate at the Bloody Towel with armament at Bergman Prime. Warp to the wormhole. Open communications with the wormhole authority. Pay the fee. Warp to the Protected Zone wormhole. Open communications with the wormhole authority. Pay the fee. The best trading route in this sector is trading baconburgers at Frumious Prime with armament at Remus 3. Ask Hole about the bulletin board. Warp to Frumious Prime. Buy at least 15 redshirts from Redshirt Security. Buy the tractor beam from Dirty Laura’s Dealership. Warp to the wormhole. Open communications with the wormhole authority. Pay the fee. Warp to the Free Zone wormhole. Open communications with the wormhole authority. Pay the fee. Warp to the Bloody Towel. Make sure you have at least 700 credits. Beam down a redshirt. Talk to the barman. 154 Talk to Whistler. 1321 Walk west. Use the toilets. Walk east, east, east. Warp to Tarabis 6. Beam down a redshirt. Use the doors. Walk west. Get the rope. Walk east, south, west. Travel to the Protected Zone. Warp to Thermus 8. Beam down a redshirt. Walk south, south, south, east, east, south. Use the tractor beam on the cover. Use the ladder. Avoid the guards. Fight the Culthorpe until you meet the High Ones. Warp to Remus 3. Beam down a redshirt. Use the doors. Navigate the maze to the bottom exit. Note the color of the time drive beams. Use the vent. Navigate the maze to the east exit. Open the panel. Use the wires until the rightmost display is opened. Get the jetpack. Use the vodka on the jetpack. Use the wires until the beams of the color matching the time drive beams are off. Use the vent. Go through the bottom exit. Use the jetpack on the time drive. Use the rope on the time drive. Use the scanner on the time drive. Note: this is the final chance you have to scan the time drive for the “Galactic Database” mission. Use the time drive. Travel to the Lifeless Zone. Warp to Gerald. Scan the anomalous thingy. Note: this is the only chance to scan the anomalous thingy. Fight the anomalous thingy. Travel to the Free Zone. Warp to the Bloody Towel. Make sure you have at least 3000 credits. Beam down a redshirt. Talk to Whistler. 33 Walk east, east. Travel to the Protected Zone. Warp to Thermus 8. Use the right lever. Use the Culthorpe. Use the necklace on the left lever. Use the right lever. Walk east. Travel to the Lifeless Zone. Warp to Gerald. Travel to the Protected Zone. Warp to Earth. Warp to Remus 3. Open communication to Grimbace University. 41 Open communication to Grimbace University. 41 Travel to the Lifeless Zone. Warp to the Necronox Belt. Beam down a redshirt. Walk north, north, north, east. Talk to the Reman. 342 Use the cave. Walk west. Search the caves for 2 green crystals, 3 blue crystals and 5 red crystals. Find your way back to the entrance room. Use two green crystals on the west statue. Use the shape. Use three blue crystals on the north statue. Use the shape. Use five red crystals on the east statue. Use the passage. Travel to the Protected Zone. Warp to Quorn 8. Beam down a redshirt. Walk east, east, north, east. Get the bucket. Use the bog. Walk to the dark spot. Go through the southern passage. Note at the symbols. Get the chalk. Use the passage. Go through the northern passage. Use the chalk on the panel. Copy the first symbol (triangle) on the panel. Push the button. Use the chalk on the panel. Copy the second symbol (square) on the panel. Push the button. Use the chalk on the panel. Copy the third symbol (diamond) on the panel. Push the button. Use the passage. Travel to the Free Zone. Warp to Warhol 3. Beam down a redshirt. Walk west, west, north, north. Talk to the salty sailor. 2221 Talk to the salesman. 6 Use the scanner on the licence. Give the licence to the salesman. Give the licence copy to the salty sailor. Talk to the salty sailor. 2 Walk west, west. Use the west plaque. Get the hand. Walk east, east. Use the bucket on the well. Use the hand on the bucket. Use the handle. Use the handle. Use the bucket. Walk west. Use the switch. Use the passage. Use the hand on the palm reader. Walk south. Travel to the Lifeless Zone. Note: this is the last chance to finish any secondary goals. Warp to the Choking Nebula. 1 Walk southeast, east, southeast, east, southeast. Use the elevator. Use the Culthorpe. Use the elevator. Walk west. Use the keycard on the console. Walk southeast. Use the elevator. Kill the Culthorpe. Walk east, southeast. Kill the Culthorpe. Walk east, southeast. Kill the Culthorpe. Use the doors. Walk east. 4 Walk east, south, northwest. Wait until the cart arrives. Use the left catapult. Use the middle catapult. Use the right catapult before the middle rock falls. Walk east. 2 Walk west. Use the console. Walk southwest, west. Use the console. Walk southwest, west. Use the console. Walk southwest, west. Use the console. Use the conduit. Switch to Dan. Walk east, southeast, east. Use the console. Switch to Hole. Walk southwest. Kill the Culthorpe. Walk west. Use the conduit. Switch to Dan. Walk southwest, west. Use the console. Switch to Hole. Walk southwest. Kill the Culthorpe. Walk west. Use the conduit. Switch to Dan. Walk southwest, west. Use the console. Switch to Hole. Walk southwest. Kill the Culthorpe. Walk west. Use the conduit. Switch to Dan. Walk southwest, west. Use the console. Get the tin of paint. Wait until Gail Dronerod cleans his glasses. Open the north door. Wait until Gail Dronerod cleans his glasses. Use the printer. Wait until Gail Dronerod cleans his glasses. Use the paint on the printer. Wait until Gail Dronerod cleans his glasses. Use the printer. Use the ticket machine. Wait until Gail Dronerod calls “Next”. Give the ticket to Gail Dronerod. Choose either way. Travel to the Free Zone. Ask Hole about the bulletin board. Warp to Bergman Prime. Open communication to Le Jardin Restaurant. 13 Travel to the Protected Zone. Warp to Begurath 3. Beam down a redshirt. Walk west until you find the fishing boat. Talk to the fishing boat. 4 Use the tractor beam on the fishing boat. Walk around until the redshirt dies. Travel to the Lifeless Zone. Warp to Slovac 6. Beam down a redshirt. Shoot only the small fish. Keep beaming down redshirts until you have 50 fish. Travel to the Free Zone. Warp to Bergman Prime. Open communication to Le Jardin Restaurant. 2 Travel to the Protected Zone. Ask Hole to show the bulletin board. Warp to Remus 3. Open communications to the Grimbace University. 21 Warp to Frumious Prime. Buy the scanner from Dirty Laura’s Dealership. Tell Hole to scan the location. Buy or sell armaments from any location. Go hunting for a fight. Fight the police. Scan the police. Warp to Quorn 8. Tell Hole to scan the location. Warp to Earth. Tell Hole to scan the location. Warp to Thermus 8. Tell Hole to scan the location. Warp to Centre of Justice. Tell Hole to scan the location. Warp to Begurath 3. Tell Hole to scan the location. Warp to Remus 3. Tell Hole to scan the location. Make sure you have finished the “The Missing People” mission. Beam down a redshirt. Use the scanner on the book. Use the door. Go through the right exit. Use the scanner on the fragment. Use the vent. Go through the left exit. Use the book. Warp to the wormhole. Tell Hole to scan the location. Travel to the Lifeless Zone. Go hunting for a fight. Fight a crab. Scan the Crab. Fight a innocuous trader. Scan the Trader. Warp to Slovac 6. Tell Hole to scan the location. Warp to Itegen 5. Tell Hole to scan the location. Warp to Necronox Belt. Tell Hole to scan the location. Warp to the Choking Nebula. Tell Hole to scan the location. Warp to Gerald. Tell Hole to scan the location. Travel to the Free Zone. Go hunting for a fight. Fight a Culthorpe. Scan the Culthorpe. Fight an anti-social trader. Scan the trader. Warp to the Bloody Towel. Tell Hole to scan the location. Beam down a redskirt. Use the scanner on Whistler. Use the scanner on Barman. Use the scanner on the small man. Use the scanner on the game machine. Walk east, east. Warp to Bergman Prime. Tell Hole to scan the location. Warp to Cary 7. Tell Hole to scan the location. Warp to Tarabis 6. Tell Hole to scan the location. Beam down a redshirt. Use the doors. Use the scanner on the portrait. Walk east. Use the scanner on the creature. Use the scanner on the fridge(?). Walk west, west. Use the scanner on the thug. Walk east, south, west. Acquire one of the scepters by doing the appropriate part of the “Krun Scepters” mission. Warp to Warhol 3. Tell Hole to scan the location. Make sure you have finished the “The Think Tanks” mission. Beam down a redshirt. Use the scanner on the scepter. Walk west, west, north, north. Use the scanner on the salesman. Use the scanner on the salty sailor. Make sure you gave the salty sailor the copied license. Talk to the salty sailor. 2 Walk west. Use the scanner on the monument. Walk east. Talk to the salty sailor. 1 Walk around until you find a crate. Use the scanner on the crate. Walk around until the redshirt dies. Travel to the Protected Zone. Warp to Remus 3. Open communication to Grimbace University. 3 Travel to the Protected Zone. Ask Hole to show the bulletin board. Warp to Begurath 3. Open communications to Bernard Tospott. 12 Get the boat by doing the appropriate part from the “Gone Fishing” mission. Travel to the Free Zone. Warp to the Bloody Towel. Talk to the small man. 1 Defeat the game. 1 Defeat the game. 1 Defeat the game. Travel to the Lifeless Zone. Warp to Itegen 5. Beam down a redshirt. Walk south until you reach the scepter. Get the scepter. Walk around until the redshirt dies. Warp to Slovac 6. Beam down a redshirt. Shoot a harpoon at the object on the river bed. Travel to the Protected Zone. Warp to Remus 3. Make sure you have finished the “The Missing People” mission. Beam down a redshirt. Use the door. Go through the right exit. Open the panel. Use the wires until the leftmost display is opened. Use the vent. Go through the top exit. Get the gold scepter. Use the vent. Go through the left exit. Use the book. Warp to Belgurath 3. Open communications to Bernard Tospott. 1 Travel to the Free Zone. Warp to Tarabis 6. Talk to Bromide. Warp to the Bloody Towel. Talk to Bromide. Travel to the Protected Zone. Warp to the Thermus 8. Talk to Bromide.
PlanetArmamentsBaconburgersChocolatePornography
Remus 3406723
Frumious Prime542425
Begurath 3394717
Wormhole465919
Quorn 8428520
Thermus 8523823
PlanetArmamentsBaconburgersChocolatePornography
Slovac 6395920
Itegen 5466719
Necronox Belt403918
Wormhole3841416
PlanetArmamentsBaconburgersChocolatePornography
Bergman Prime2961215
Cary 73451119
Tarabis 63591013
Bloody Towel443812

Azrael’s Tear

Head east. Take the page. Exit through the door to the east. Open the door. Turn the winch wheel. Look up. Note the pipe is connected to the southern outlet. Turn the winch wheel twice more. The pipe is now connected to the eastern outlet. Exit through the door to the southeast. Walk to the rails. Scan each of the granite blocks to the south and southwest. Note the presence of a key. Walk up the ramp on the south side of the room. Take the tongs. Use the third lever from the left. Use the right-most lever. Use the bottom lever. Use the right-most lever. Note the grab now holds the granite block with the key. Use the third lever from the left. Use the left-most lever. Use the left-most lever. Use the bottom lever. Walk to the panel near the north exit. Use the right lever. Head northwest. Take the block key. Head west to the chasm. Walk around the edge until Lurka speaks to you. 334255 Pull the bolt in the rail. Exit through the fissure to the south. Walk through the broken window. Examine the stone plaque to the east. Exit through the fissure to the north. Exit through the door to the south. Examine the panel. Use the right lever. Turn the bottom right wheel. Use the right lever. The piping now matches the plaque in the baptistry. Walk around the well until the ghost speaks. 44444444 Use the tongs on the well key. Exit through the door to the north. Exit through the door to the north. Exit through the door to the southwest. Exit through the door to the south. Push the mirror. Walk to the door to the east until you fall. Shoot Lincoln. Take the bag near Lincoln. Head east and north. Take the tapestry piece. Head northwest and follow the corner towards the east. Take the elephant gun. Use the well key on the chest. Take the amulet. Head southeast to the place you found the tapestry piece. Head southeast and south to the trap door. Pull the rope. Head up the ramp. Exit to the west. Walk to the northern pillar. Pull the lever. Push the button on the south side of the northern pillar. Exit to the north. Use the block key on the plaque. Take the shield. Scan the plaque. Exit through the door to the south. Exit to the south. Walk through the door. Look at the machinery near the north exit. Press the top button. Rotate the middle ring. Press the top button. Press the top button. Rotate the center rings. Press the top button. Press the top button. Press the top button. Press the top button. Exit through the door to the north. Push the button on north side of the south pillar. Exit to the south. Take the page. Exit through the door to the east. Walk through the broken window. Take the prism from the bath to the east. Walk up the ramp at the west side of the room. Use the tapestry piece of the eastern panel. Push the second tapestry panel from the east. Scan the second tapestry panel from the east. Push the second tapestry panel from the east. Take the western tapestry piece from the floor. Use the tapestry piece on the second panel from the west. Take the tapestry piece from the floor. Use the tapestry piece on western panel. Walk down the ramp. Use the prism on the stone bible on the font. Walk onto the pressure sensitive plate. Look at the prism. Take the shield from the compartment to the west. Walk through the broken window. Exit to the west. Use either one of the shields I on the aperture. Exit through the door to the south. Take the page at your feet. Take the page. Exit to the south. Head through the door. Pull the curtain on the confession booth to the east. Look at the keyhole. Take the note from the organ. Exit through the door to the west. Walk around the portcullis until Philip speaks to you. 222 Exit through the door to the west. Take the page. Climb down the ladder. 22 Use the elephant gun. Shoot Tallum. Climb up the northern ladder. Take the key from the table. Take the book of Visions. Look at the listening device. Open the parchment holder. Take the page from the parchment holder. Take the page from the floor. Open the doors to the north. Examine the spying device. Move the mirror. Examine the spying device. Move the mirror. Move the mirror. Examine the spying device. Climb down the ladder. Exit through the northern passage to the east. Take the broken quill. Exit to the west. Exit through the southern passage to the east. Walk around Edgar until he speaks to you. 212225433 Open Edgar’s seat. Take the mouldy cornmeal. Open Philip’s seat. Take Philip’s key. Open Guy’s seat. Take the note. Open Mallik’s seat. Take the pagan object. Open Tallum’s seat. Take the inkwell. Exit to the west. Climb up the southern ladder. Exit to the east. Use Philip’s key on the gate. Take the page from the floor. Take the page from the bookcase. Exit to the north. Exit downstairs. Use the library key on the door. Climb up. Exit through the fissure to the south. Examine the stone plaque. Exit through the fissure to the north. Pull the lever on the west rock wall. Exit through the fissure to the west. Walk around the interior room until the Raptor speaks to you. 11222211 Unbolt and open the door. Take the page from the box. Exit to the west. Exit through the door to the southwest. Unbolt and open the door. Exit through the door to the southeast. Exit through the door to the south. Examine the panel. Use the right lever. Turn the bottom right wheel. Turn the top right wheel. Turn the top right wheel. Turn the top right wheel. Use the right lever. Use the left lever. Turn the top left wheel. Use the left lever. The piping now matches the plaque at the docks. Exit through the door to the north. Enter the cart. Use the right lever. Use the middle lever. Wait until the cart stops. Use the right lever. Take the page near the hanged man. Walk around near the hanged man until he speaks to you. 4222222 Take the manifest from the top deck. Exit downstairs to the ship hold. Take the lever from the barrel. Take the aqua fortis. Exit upstairs to the ship deck. Examine the levers. Use the right lever. Use the right lever. Use the left lever. Use the right lever. Use the right lever. Enter the cart. Use the right lever. Use the left lever. Use the aqua fortis on the middle lever. Use the middle lever. Wait until the cart stops. Use the right lever. 1 Walk up the ramp on the south side of the room. Use the second lever from the left. Use the right-most lever. Use the bottom lever. Use the right-most lever. Use the left-most lever. Use the bottom lever. Walk to the panel near the north exit. Use the right lever. Shoot Edgar. Exit through the door to the north. Exit through the door to the northeast. Exit through the door to the southeast. Exit through the fissure to the east. Climb down the northern ladder. Open the door. Wait until the room is flooded. Wait until the monster arrives. Turn the hot water valve. Climb up. Exit through the fissure to the south. Enter the boat. Take the hose. If you failed disposing of the monster: Either: use the inkwell on the water. Or: use the amulet on the water. Or: use the hose on the transom in the boat. Turn the lever. Exit through the door to the east. Enter the inner room. 132222222222222222222222222221 Take the book. Note the recipes in the book. Take the decoction of moon. Take the earth’s blood. Take the red salt. Take the flask. Try taking the ring of keys. Use the flask on the flask stand. Use the decoction of moon on the alembic. Use the earth’s blood on the alembic. Use the aqua fortis on the alembic. Take the flask. Use the flask on the ring of keys. Take the ring of keys. Use the aqua fortis on the shield. Take the shield. Use the ring of keys on the locked door. Exit through the door to the west. Head west until Edgar speaks to you. 121 Wait until Lurka appears. 2231011101312 Wait until Jack appears. 411 Exit through the door to the east. Exit to the east. Walk around Jack until he speaks to you. 1 Exit to the west. Exit through the middle passage to the west. Take the plaque. Take the pianola roll. Take the wax. Exit to the east. Exit through the northern passage to the west. Exit to the west. Exit through the door to the west. Unbolt and open the door. Walk around Tallum until he speaks to you. 332221 Exit through the door to the west. Exit through the door to the west. Climb down the ladder. Head to the southern passage. Use the ship lever on the slot. Use the lever. Take the shield. Climb up the southern ladder. Exit through the door to the east. Exit through the door to the east. Use the pianola roll on the hole in the organ. Look at the keyhole in the confession booth. Exit through the door to the north. Exit to the north. Use either one of the shields II on the aperture. Exit through the door to the south. Exit to the south. Exit into the altar. Head northwest. Scan the floor near the chasm. Move along the north side of the corridor to the pin. Take the pin. Climb up the ladder. Take the flour. Use the pin on the slot. Pull the pin. Climb down the ladder. Push the millstone to the northwest. Exit to the northwest. Enter the goods lift. Turn the handle in the goods lift. Turn the handle in the goods lift. Exit to the southwest. Head to the door. 1211 Exit to the northeast. Enter the goods lift. Turn the handle in the goods lift. Exit through the passage to the northeast. Unbolt and open the door. Exit to the southwest. Exit through the doors to the northwest. Walk around the man until he speaks to you. 22222222222222222221 Take the book. Exit though the door to the east. Unbolt and open the door. Enter the dumb waiter. Pull the left rope. Open the oven. Pull the lever. Open the tray. Look at the plaque. Use either wax or flour on the feathered crown motif. Use either wax or flour on the spear motif. Use either wax or flour on the lion motif. Close the tray. Open the tray. Take the Tobias crest wafer. Take the Tallum crest wafer. Take the Malik crest wafer. Exit through the door to the east. Exit to the far east (refer to the in-game map). Follow the path to the toothless plant. Walk over the toothless plant. Open the mechanical plant. Take the papers. Take the hilt. Exit to the northwest. Exit to the north. Pull the lever in the inner chamber. While the pendulum swings, run to the next lever. Pull the second lever. While the pendulum swings, run into the passage to the right. Pull the lever. Head northwest into the next passage. Avoid the pendulum while running to the opposite side. Take the shoulder. Run into the alcove to the northwest. Pull the lever. While the pendulum swings, run northwest. Exit through the door to the northwest. Take the page from the inner tower. Exit through the high passage to the south. Exit through the door to the southeast. Enter the goods lift. Turn the handle in the goods lift. Turn the handle in the goods lift. Turn the handle in the goods lift. Exit to the southwest. Use the Tobias crest wafer on the door. Use the Tallum crest wafer on the door. Use the Malik crest wafer on the door. Push the relief. Take the key. Exit to the northeast. Enter the goods lift. Turn the handle in the goods lift. Exit through the doors to the northwest. Exit though the door to the east. Open the carcass. Take the shield. Exit through the door to the west. Exit though the door to the northeast. Head up the stairs outside the tower. Use shield III on the shield slot. Take the shield. Open the hidden door. Exit to the south. Use shield III on the aperture. Exit through the door to the west. Use the ornate key on the key hole. Open the doors in the northwest model. Open the door on top of the west model. Open the door in the southwest model. Push the east model. Take the note from the east model. Turn the stone shield recess. Exit through the door to the northwest. Exit through the eastern passage to the south. Exit to the east. Exit through the door to the northeast. Exit through the door to the northwest. Unbolt and open the door. Exit into the center organ building. Pull the brass hook. Open the medallion. Take the key. Open the bottom of the medallion. Take the brooch. Take the page. Exit through the door to the north. Take the brass lever from the fallen organ pipes. Exit into the center organ building. Exit downstairs to the east. Use the lever to stop the water wheel at the right time. Cross the water over the waterwheel. Use the brooch on the barrier. Exit to the south. Open the bottom hatch in the door. Wait until the has concentrations have dropped. Take the ring from the mummy. Exit to the north. Exit to the west. Use the brass lever on the lever. Use the brass lever. Exit downstairs to the east. Use the lever. Exit to the west. Exit through the door to the north. Pull the altar. Exit downstairs to the east. Exit through the door to the east. Walk around the saurus. Open the portcullis. Use the lever. Take the page. Take the shield. 42122222222222222222221 Exit to the southwest. Approach the head. Approach Philip. 322 Follow Philip. Enter the tube. Remove the four patches of fungus to the west. Exit to the north. Stand between the table and the lever cabinet. Use the right lever. Use the middle lever. Use the left lever. Push the southwest bookcase. Take the book. Take the notes. Exit to the north. Turn the stone shield recess. Use shield IV on the recess in the chamber. Take the shield. Exit to the east. Stand on the raised plate. Use shield IV on the aperture. Take the note. Take the knife. Exit through the middle of the floor. Take the grail. Examine the picture on the place the grail was. Go one square east. Go one square east. Go one square northwest. Go south until you reach the top of the next square. Go one square southwest. Go one square east. Go one square east. Go one square southwest. Go one square northwest. Go through the door. Exit through the door to the north. Exit to the east. Exit through the door to the southeast. Use the medallion key on the gate. Take the bible. Exit through the door to the southwest. Use the ring on the standing sarcophagus. Use the hilt on the standing sarcophagus. Use the shoulder on the standing sarcophagus. Use the knife on the standing sarcophagus. Take both pages. Exit through the door to the north. Exit through the door to the west. Exit through the door to the north. Exit through the door to the east. Follow Philip. Use the Grail on the lock. Exit through the door.

A Second Face

Walk upstairs. Get the Goozon fruit. Use the key on the fourth door to the left. Walk through the door. Get the pen. Open the closet Get the bag. Walk west, west, south. Walk to the avenue. Walk west. Walk to the council of science. Walk west, upstairs west, south. Walk to the avenue. Talk to the beggar. Open the west door. Walk north. > STOMACH > CONTAINER > BYE Walk west, west. Walk to the council of science. Walk east, downstairs west. Talk to the left student. Walk east. Talk to the right student. Give the plans to the left student. Walk east, upstairs west. Talk to the scientists. Walk east, downstairs west. Talk to the left student. Use the construction plans on the form. Walk east, upstairs west, south. Walk to the avenue. Open the west door. Give the construction plans to Grogoz. Walk west. Give the stomach to the beggar. Walk south, west. Get the bucket. Walk south, north. Open the east door. Get the glass. Get the glass. Get the permit. Walk west, west. Walk to the margin factory. Walk east. Use the bucket on the tap. Use the wheel. Get the bucket. Walk west, west. Walk to the avenue. Walk south. Give the bucket of margin to Effot. Walk into the alley. Get the rib. Use the rib on the opening. Get the margin cleaner. Walk to the door. Get the lantern cage. Walk south, east. Walk to the Goozon park. Talk to the dark man. > BYE Give the strange stone to the dark man. Walk south. Walk to the market. Talk to Orga. > VEGETABLE > CUCUMBER Talk to Orga. > CABBAGE Talk to Orga. > GOOZON Talk to Krak. > ROD > FISH Walk north. Open the east door. Talk to Rovinklus. > WINE Walk west, east. Walk to the palace. Walk east, north. Get the glass. Open the door. Walk north. Talk to the cook. > KNIFE > BYE Give the cucumber to the cook. Use the knife on the fish. Use the kra-herb on the chopped fish. Walk south, west, south, south. Go to the temple of fertility. Use a glass on the water. Use the mixture on the glass of water. Use a glass on the water. Walk east. Walk to the avenue. Walk south, east. Walk to the dark manor. Use the door. > MOROK > LIGHT Walk south. Walk to the market. Talk to Orga. > CABBAGE Talk to Krak. > FISH Use the knife on the fish. Use the kra-herb on the chopped fish. Use the mixture on the glass of water. Walk into the tent. Use the bag of margin on the table. > GELTZ Use the glass of substance on the goblet. > GELTZ Use Ugal. Walk west. Talk to Krak. > ROD Talk to Trof. > STUFF > TRADE > SOUVENIR Walk north. Use the east door. Talk to Groth. > BYE Show the luminescent statue to Groth. Walk west, east, north. Get the leather suit. Walk west. Get the mallet. Walk south, north. Talk to the upper class. > MARGIN Use the mug of margin on the margin cleaner. Walk north. Get the mace. Walk south, west, east. Get the statue. Use the mace on the wall. Use the mace on the wall. Use the mallet on the wall. Use the wall. Walk east, east. Walk to the avenue. Walk west. Walk to the council of science. Walk east, east. Wait until Brafok is facing north. Use the small statue on the statue. Walk west, south. Give the margin cleaner to the cleaning lady. Walk north, upstairs west, south. Walk to the avenue. Walk south, south. Use the mop on the fruit. Get the fruit. Walk east, north, east. Walk to the palace. Walk east, north, north. Use the glass on the spigot. Open the lid. Use the Goozon fruit on the lid. Close lid. Use the lever. Get the glass. Use the glass of Goozon juice on the lantern. Use the glass on the spigot. Open the lid. Use the Goozon fruit on the lid. Close lid. Use the lever. Get the glass. Use the glass of Goozon juice on the lantern. Use the glass on the spigot. Open the lid. Use the Goozon fruit on the lid. Close lid. Use the lever. Get the glass. Use the glass of Goozon juice on the lantern. Walk south, west, south, south. Walk to the temple of fertility. Use the mop on the water. Walk west. Use the hole. Use the wet mop on the dirt. Walk west, west. Use the knife on Groth’s suit. Use the margin on the piece of leather. Use the sticky leather on the fishing rod. Use the sticky fishing rod on the eye of Geltz. Walk south, east. Use the eye of Geltz on the relief. Use the lantern on the walkway. Denote (1,1) as the top room, and (1,4) as the rightmost room. Use the blue statue on the pedestal (1,1). Use the blue statue on the pedestal (2,1). Use the grey statue on the pedestal (1,2). Use the blue statue on the pedestal (2,2). Go down room (3,2). Use the grey statue on the pedestal (1,1). Use the blue statue on the pedestal (1,2). Use the grey statue on the pedestal (1,1). Go up room (2,1). Use the luminescent statue on the pedestal (3,3). Go down room (3,2). Go down room (2,3). Use the grey statue on the pedestal (2,1). Go up room (1,2). Use the grey statue on the pedestal (3,3). Use the blue statue on the pedestal (3,2). Use the grey statue on the pedestal (3,3). Go up room (2,1). Use the blue statue on the pedestal (4,4). Use the luminescent statue on the pedestal (3,4). Go down room (3,2). Go down room (2,3). Go down room (2,2). Get the object. Walk west.

A Mind Forever Voyaging

To enter simulation mode in this game, you need to have the code wheel that is part of the original game package. [+] > PEOF Wait until you are allowed to enter simulation mode. > ENTER SIMULATION MODE Enter the correct code. > SOUTHWEST > NORTHWEST > RECORD ON > LOOK Note you record a court in session. > RECORD OFF > SOUTHEAST > OPEN WALLET > READ LICENSE > SOUTH > WEST > UNLOCK DOOR WITH KEY > WEST > UNLOCK DOOR WITH KEY > RECORD ON > NORTH > LOOK Note you record visiting your home. > RECORD OFF > SOUTH > EAST > EAST > NORTH > WEST > WEST > SOUTH > RECORD ON > BUY MEAL Note you record eating a meal at a restaurant. > RECORD OFF > NORTH > EAST > EAST > NORTH > WEST > RECORD ON > TALK TO GOVERNMENT OFFICIAL Note you record talking to a government official. > RECORD OFF > EAST > NORTHEAST > NORTHEAST > BUY NEWSPAPER > RECORD ON > READ NEWSPAPER Note you record reading a newspaper. > RECORD OFF > EAST > NORTHWEST > RECORD ON > BUY TICKET > IN Note you record going to a movie. > RECORD OFF > SOUTHEAST > WEST > WEST > NORTH > RECORD ON > TALK TO ELDER Note you record talking to a church official. > RECORD OFF > SOUTH > EAST > DOWN Wait until a brown tubecar marked “University” arrives. > RECORD ON > ENTER BROWN TUBECAR Wait until the brown tubecar stops at the Skybus Terminal. > LEAVE BROWN TUBECAR Note you record riding a form of public transport. > RECORD OFF Wait until a red tubecar marked “Omni-Fabb Plant” arrives. > ENTER RED TUBECAR Wait until the red tubecar stops at the Omni-Fabb Plant. > LEAVE TUBECAR > UP > SOUTHEAST > SOUTH > RECORD ON > LOOK Note you record visiting a power plant. > RECORD OFF > ABORT > PEOF Wait until Perelman messages you. > SLEEP > ENTER COMMUNICATIONS MODE > PEOF > WAIT > PEOF Wait until Grimwold enters. > YES Respond to the cards, the anwers are not important. > ENTER SIMULATION MODE Enter the correct code. > 20 > UP > NORTHWEST > RECORD ON > WEST Note you record the raid on the Dorm. > RECORD OFF > EAST > RECORD ON > NORTH > LOOK AT SKYCOPTER Note you record the prayer meeting skycopter. > RECORD OFF > EAST > SOUTHWEST > RECORD ON > LOOK Note you record the Halley Museum. > RECORD OFF > NORTHEAST > EAST > RECORD ON > LOOK Note you record the Huang Hall. > RECORD OFF > NORTH > NORTH > RECORD ON > LOOK IN TANK Note you record the filthy aquarium. > RECORD OFF > SOUTH > EAST > EAST > EAST > BUY NEWSPAPER > RECORD ON > LOOK AT DISPENSER Note you record Rockie Times dispenser. > READ NEWSPAPER Note you record reading a newspaper. > RECORD OFF > EAST > NORTHWEST > RECORD ON > BUY TICKET > IN Note you record going to a movie. > RECORD OFF > SOUTHEAST > WEST > SOUTHEAST > RECORD ON > LOOK Note you record the Church of God’s Word. > READ PAMPHLET Note you record the history of the Church of God’s Word. > RECORD OFF > SOUTHWEST > SOUTHEAST > SOUTH > RECORD ON > LOOK Note you record the situation of the health care. > RECORD OFF > SOUTHWEST > RECORD ON > WAIT Note you record the BSF officers entering a van. > RECORD OFF > SOUTH > SOUTHWEST > RECORD ON > EAST Note you record the banning of the joybooths. > RECORD OFF > NORTHEAST > NORTH > EAST > EAST > RECORD ON > LOOK AT RIVER Note you record the situation of the river. > RECORD OFF > ABORT > PEOF Wait until Perelman arrives. > PERELMAN, LOOK AT RECORDINGS > SLEEP > ENTER COMMUNICATIONS MODE > PEOF > WAIT > ENTER SIMULATION MODE Enter the correct code. > 20 > UP > EAST > NORTHWEST > RECORD ON > LOOK Note you record a court in session. > RECORD OFF > SOUTHEAST > NORTH > WEST > RECORD ON > TALK TO GOVERNMENT OFFICIAL Note you record talking to a government official. > RECORD OFF > EAST > SOUTH > SOUTH > WEST > UNLOCK DOOR WITH KEY > WEST > UNLOCK DOOR WITH KEY > RECORD ON > NORTH > LOOK Note you record visiting your home. > LOOK OUT WINDOW Note you record the situation of the forest. > WAIT Note you record the raid on your apartment. > RECORD OFF > COMFORT JILL > CLEAN APARTMENT > OPEN DOOR > SOUTH > EAST > EAST > EAST > EAST > SOUTH > SOUTHEAST > NORTH > RECORD ON > LOOK Note you record the soup kitchen. > RECORD OFF > SOUTH > SOUTHEAST > SOUTH > RECORD ON > LOOK Note you record visiting a power plant. > RECORD OFF > NORTH > NORTHEAST > RECORD ON > LOOK Note you record the situation of employment. > RECORD OFF > SOUTHWEST > NORTHWEST > SOUTHWEST > SOUTHWEST > SOUTHWEST > RECORD ON > LOOK Note you record the city dump. > RECORD OFF > NORTHEAST > NORTHEAST > NORTHEAST > DOWN Wait until a red tubecar arrives. > RECORD ON > ENTER TUBECAR > WAIT Note you record riding a form of public transport. > RECORD OFF Wait until the red tubecar stops at Rockvil Stadium. > LEAVE TUBECAR > UP > NORTHEAST > NORTHEAST > NORTH > RECORD ON > LOOK Note you record the situation of the Rockvil Reformatory. > RECORD OFF Wait until 8:50. > RECORD ON Wait until you record the curfew. > RECORD OFF > ABORT > PEOF Wait until Perelman arrives. > PERELMAN, LOOK AT RECORDINGS > SLEEP > ENTER COMMUNICATIONS MODE > PEOF > WAIT > ENTER SIMULATION MODE Enter the correct code. > 30 > RECORD ON > LOOK Note you record the disastrous fire at Southway and River. > LOOK AT SKY Note you record the smoggy sky. > EAST Note you record Heiman World. > RECORD OFF > SOUTHWEST > SOUTHEAST > SOUTHWEST > SOUTHWEST > SOUTHWEST > RECORD ON > LOOK Note you record the city dump. > RECORD OFF > NORTHEAST > NORTHEAST > NORTHEAST > SOUTH > RECORD ON > LOOK Note you record the apartment slum. > RECORD OFF > EAST > SOUTH > RECORD ON > LOOK Note you record visiting a power plant. > RECORD OFF > NORTH > NORTHEAST > RECORD ON > LOOK Note you record the situation of employment. > RECORD OFF > NORTHWEST > EAST > EAST > NORTHEAST > NORTHWEST > NORTHEAST > SOUTHEAST > YES > OPEN WALLET > RECORD ON > ORDER MEAL > GIVE CREDIT CARD TO MAITRE D’ > LOOK > WAIT Note you record the situation at The Coachman. > RECORD OFF > NORTHWEST > RECORD ON > LOOK AT RIVER Note you record the situation of the river. > SOUTHWEST Note you record the situation at Foodville. > RECORD OFF > NORTHEAST > WEST > NORTH > RECORD ON > LOOK Note you record the defacing of St. Michael’s church. > RECORD OFF > SOUTH > WEST > RECORD ON > SOUTHWEST Note you record the rough security guard. > NORTHEAST Note you record the situation at the Health Center. > RECORD OFF > NORTH > NORTHWEST > NORTHEAST > RECORD ON > READ PAMPHLET Note you record the rise of Church of God’s Word. > RECORD OFF > NORTHWEST > RECORD ON > EAST Note you record the police brutality. > LOOK Note you record the situation of the museum. > RECORD OFF > NORTHWEST > RECORD ON > BUY TICKET > IN Note you record going to a movie. > RECORD OFF > EAST > NORTH > NORTH > RECORD ON > WEST > WAIT Note you record the near-accident. > RECORD OFF > EAST > NORTHEAST > NORTH > RECORD ON > LOOK Note you record the security in the Airport Terminal. > READ SIGN Note you record the strip-search requirement. > RECORD OFF > ABORT > PEOF Wait until Perelman arrives. > PERELMAN, LOOK AT RECORDINGS > SLEEP > ENTER COMMUNICATIONS MODE > PEOF > WAIT > ENTER SIMULATION MODE Enter the correct code. > 30 > WEST > WEST > WEST > RECORD ON > LOOK Note you record the vandalism at the apartments. > RECORD OFF > UNLOCK DOOR WITH KEY > WEST > UNLOCK DOOR WITH KEY > NORTH > RECORD ON > LOOK AT WINDOW Note you record the window is etched by pollution. > LOOK THROUGH WINDOW Note you record the situation of the forest. > EAST > DRINK WATER Note you record the water tastes rusty. > WEST > WAIT Note you record Mitchell joined the Church of God’s Word cult. > WAIT Note you record the BSF raid on your apartment. > RECORD OFF > OPEN DOOR > SOUTH > EAST > EAST > NORTH > SOUTHEAST > RECORD ON > LOOK Note you record the situation at the postal service. > RECORD OFF > NORTHWEST > NORTHWEST > RECORD ON > LOOK Note you record attending a court. > RECORD OFF > SOUTHEAST > NORTHEAST > RECORD ON > LOOK Note you record the situation at Kennedy Park. > RECORD OFF > SOUTHEAST > SOUTHWEST > RECORD ON > LOOK Note you record the situation at the Hospital. > RECORD OFF > NORTHEAST > NORTH > RECORD ON > LOOK Note you record the situation at Main and Kennedy. > RECORD OFF > NORTH > WEST > RECORD ON > LOOK Note you record the situation at Huang Hall. > WEST > LOOK Note you record the Halley Museum is closed. > NORTHEAST > LOOK Note you record the situation at Halley Park East. > WEST Note you record the situation at Halley Park West. > WEST > WAIT Note you record the children torturing animals at the zoo. > NORTH Note you record the Church youth harassing a Jew. > RECORD OFF > EAST > SOUTHEAST > RECORD ON > LOOK IN TANK Note you record the situation at Aquarium. > RECORD OFF > NORTHWEST > NORTHEAST > RECORD ON > LOOK Note you record the situation at Burgerworld. > RECORD OFF > SOUTHWEST > EAST > NORTHWEST > RECORD ON > LOOK Note you record the situation at the Bank. > RECORD OFF > SOUTHEAST > NORTH > SOUTHEAST > RECORD ON > LOOK Note you record the Church School. > RECORD OFF > NORTHWEST > RECORD ON > SOUTHWEST Note you record the Church children’s behaviour. > RECORD OFF > NORTHWEST > WEST > WEST > RECORD ON > LOOK Note you record the situation at Rockvil Stadium. > RECORD OFF > NORTHEAST > NORTHEAST > RECORD ON > LOOK Note you record the situation at the Water Tower. > NORTH > LOOK Note you record the death penalty extends to most crimes. > RECORD OFF > SOUTH > SOUTHWEST > SOUTHWEST > DOWN Wait until a tubecar arrives. > RECORD ON > ENTER TUBECAR > LOOK > WAIT Note you record riding a form of public transport. > RECORD OFF > ABORT > PEOF Wait until Perelman arrives. > PERELMAN, LOOK AT RECORDINGS > SLEEP > ENTER COMMUNICATIONS MODE > PEOF > WAIT > ENTER SIMULATION MODE Enter the correct code. > 40 > WEST > NORTH > RECORD ON > LOOK Note you record the disappearance of the protestant church. > RECORD OFF > SOUTH > EAST > SOUTHWEST > RECORD ON > WAIT Note you record the abuse of a beggar. > RECORD OFF > SOUTH > RECORD ON > LOOK Note you record the situation at Main and Kennedy. > NORTHEAST Note you record the guards have become abusive. > RECORD OFF > NORTH > WEST > RECORD ON > LOOK Note you record the activity at Huang Hall. > RECORD OFF > EAST > NORTH > RECORD ON > LOOK Note you record the situation at the former Halley Park. > WEST Note you record the situation at the estates over Halley Park. > RECORD OFF > NORTH > NORTHWEST > RECORD ON > LOOK Note you record the situation at the Bank. > RECORD OFF > SOUTHEAST > WEST > SOUTHEAST > RECORD ON > SMELL Note you record the situation at the Aquarium. > RECORD OFF > NORTHWEST > NORTHEAST > RECORD ON > LOOK Note you record the situation at the bar which used to be Burgerworld. > RECORD OFF > SOUTHWEST > WEST > SOUTH > RECORD ON > LOOK Note you record the situation at the Zoo. > READ BANNER Note you record the situation at the Zoo. > RECORD OFF > NORTH > NORTH > NORTH > RECORD ON > LOOK Note you record the situation at Rockvil Stadium. > RECORD OFF > NORTHEAST > NORTHEAST > RECORD ON > LOOK Note you record the situation at the Water Tower. > NORTH Note you record the situation at the Reformatory. > RECORD OFF > SOUTH > SOUTHWEST > SOUTHWEST > EAST > EAST > RECORD ON > SOUTHEAST > WAIT Note you record being stoned to death. > PEOF Wait until Perelman arrives. > PERELMAN, LOOK AT RECORDINGS > SLEEP > ENTER COMMUNICATIONS MODE > PEOF > WAIT > ENTER SIMULATION MODE Enter the correct code. > 40 > WEST > WEST > SOUTH > WEST > WEST > WEST > SOUTH > RECORD ON > LOOK Note you record the University has been closed. > RECORD OFF > SOUTH > WEST > RECORD ON > LOOK Note you record the hostile situation against foreigners. > RECORD OFF > EAST > EAST > NORTHWEST > RECORD ON > LOOK Note you record the justice system. > RECORD OFF > SOUTHEAST > NORTH > RECORD ON > LOOK Note you record the situation of Rockvil Centre. > SOUTHEAST > N Note you record the situation at Dunbar’s. > RECORD OFF > SOUTH > EAST > SOUTHWEST > RECORD ON > LOOK Note you record the situation at the Hospital. > RECORD OFF > SOUTHWEST > SOUTHWEST > NORTHWEST > RECORD ON > READ LIST Note you record the list of banned books. > RECORD OFF > SOUTHEAST > WEST > UNLOCK DOOR WITH KEY > WEST > UNLOCK DOOR WITH KEY > RECORD ON > NORTH Note you record visiting home. > NORTH > EAST > TAKE SHOWER Note you record the failing of hot water. > WEST > SOUTH > LOOK THROUGH WINDOW Note you record the pollution. > WAIT Note you record the arrestation of Jill. > WAIT Note you record the BSF raid on your apartment. > RECORD OFF > SOUTH > EAST > EAST > EAST > RECORD ON > EAST Leave and return until you record the shooting of an old woman by Churchpolicemen. > RECORD OFF > WEST > WEST > SOUTHWEST > NORTHWEST > RECORD ON > LOOK Note you record the situation of the Firehouse. > RECORD OFF > SOUTHEAST > NORTHEAST > OPEN WALLET > LOOK AT RATION CARD > RECORD ON > LOOK Note you record the situation of Foodville. Make sure today is your ration day. > SOUTH > GIVE RATION CARD TO CLERK > LOOK AT FOOD Note you record the food rations. > GIVE RATION CARD TO CLERK Wait until you are executed. Note you record the execution. > PEOF Wait until Perelman arrives. > PERELMAN, LOOK AT RECORDINGS > SLEEP > ENTER COMMUNICATIONS MODE > PEOF > WAIT > ENTER SIMULATION MODE Enter the correct code. > 40 > NORTH > NORTH > SOUTHWEST > RECORD ON > LOOK Note you record the state of Wells Theatre. > RECORD OFF > NORTHEAST > EAST > RECORD ON > SOUTH Note you record the Symphony Hall is closed. > RECORD OFF > NORTHEAST > RECORD ON > NORTH > WAIT Note you record execution by the BSF guard. > RECORD OFF > SOUTH > SOUTHWEST > WEST > SOUTH > SOUTH > EAST > NORTHWEST > RECORD ON > LOOK Note you record the state of the cinema. > BUY TICKET > IN Note you record going to a movie. > RECORD OFF > EAST > RECORD ON > EAST Note you record Riverside Park is restricted. > RECORD OFF > SOUTH > WEST > SOUTHEAST > RECORD ON > READ PAMPHLET Note you record the power of the Church of God’s Word. > RECORD OFF > SOUTHWEST > EAST > EAST > RECORD ON > LOOK Note you record the defacing of graves. > SOUTHWEST > WAIT Note you record the police brutality. > RECORD OFF > EAST > RECORD ON > LOOK AT RIVER Note you record the situation of the river. > SOUTHEAST Note you record you are removed from The Coachman. > EAST Note you record the ignored river fires. > RECORD OFF > WEST > LOOK Make sure today is not your ration day. > OPEN WALLET > SOUTHWEST > RECORD ON > GIVE RATION CARD TO CLERK Note you record the abusive denying of food. > SOUTH > RECORD ON > EAST Note you record the closed bookstore. > RECORD OFF > SOUTHEAST > SOUTHWEST > WEST > WEST > SOUTHEAST > RECORD ON > LOOK Note you record the situation of the employment. > RECORD OFF > SOUTHWEST > SOUTH > RECORD ON > LOOK Note you record the situation of the power plant. > RECORD OFF Wait until the sirens for curfew sound. > RECORD ON > WAIT Note you record the drunken police shooting violators of curfew. > PEOF Wait until Perelman arrives. > PERELMAN, LOOK AT RECORDINGS > SLEEP > ENTER COMMUNICATIONS MODE > PEOF > WAIT > ENTER SIMULATION MODE Enter the correct code. > 50 > RECORD ON > LOOK > READ SIGN Note you record the situation on Main and Wicker. > SOUTH Note you record the tribal humans. > ENTER SIMULATION MODE Enter the correct code. > 50 > RECORD ON > NORTH Note you record the savage. > SOUTHWEST Note you record the state of Foodville. > EAT MOLD Note you record your findings on the mold. > NORTHEAST > SOUTHEAST Note you record the state of The Coachman. > NORTHWEST > EAST Note you record the state of Main Street Bridge. > LOOK AT SACK Note you record your findings on the sack. > EAST Note you record the savage dogs. > PEOF Wait until Perelman arrives. > PERELMAN, LOOK AT RECORDINGS > SLEEP > ENTER COMMUNICATIONS MODE > PEOF > WAIT > PEOF Wait until Richard Ryder arrives. > RECORD ON Wait until Perelman is escorted away. > RECORD OFF > RCRO Wait until the skyvan arrives. > ENTER INTERFACE MODE > Y > HVAC CONTROLLER, TURN OFF VENTILATION IN DELTA SECTOR > ENTER COMMUNICATIONS MODE > MACO Wait until the zeeron fumes overtake the saboteurs. > ENTER INTERFACE MODE > Y > LIST PORTS Repeat until the WNN Feeder is an active port. > WNN FEEDER, TRANSMIT RECORD BUFFER > ENTER COMMUNICATIONS MODE > WNNF Wait until Perelman contacts you. > ENTER SIMULATION MODE > NORTH > READ NEWSPAPER > SOUTH > SOUTH Wait until you reach the airport.

Alien Virus

Open the cockpit. Take the toolbox. Use the button. Go to the hangar. Open the battery box of the robot. Use the wire stripper on the broken cables. Use the tape on the broken cables. Open the eastern door. Take the battery. Take the cloth. Take the cartridge. Use the cloth on the bottle. Take the cloth. Open the door. Use the cable on the battery. Use the recharge block on the energy tap. Use the recharge block on the battery box. Open the western door. Chat with the robot. 4 Open the door. Take the lamp. Open the western door. Open the drawer left from the middle. Take the memory card. Open the door. Open the northern door. Go to the corridor. Go to the hangar. Chat with the robot. 4 Give the memory card. 4 Open the western door. Open the door. Use the memory card on the eastern key read. Use the memory card on the northern key read. Open the eastern door. Take the jar. Use the cloth on the jar. Take the neon. Use the neon on the lamp. Go to the cross. Open the northern door. Go to the decompression room. Open the door. Open the eastern door. Take the brush. Go to the hall. Open the western door. Open the door. Open the cupboard. Take the socket wrench. Take both containers. Open the box. Take the dynamite. Go to the hall. Go to the hall. Open the northern door. Use the socket wrench on the western door. Examine the scanner. Go to the room. Chat with Quenivis Karde. Use the jar full of water on Quenivis Karde. Chat with Quenivis Karde. 41113 Open the door. Go to the northern room. Examine the key read. Use the keycard on the key read. Open the door. Use the socket wrench on the glass. Take the fireaxe. Take the flare. Open the door. Open the drawer. Use the keycard on the eastern key read. Open the door. Use the dynamite on the safe. Go to the room. Use the hand reader. Go to the room. Use the button. Open the door. Open the door. Take the right firebox. Take the firebox. Open the first firebox. Use the fireaxe on the second firebox. Go to the room. Use the button at the right size of the desk. Use the key to the control room on the western key read. Chat with the human interface. 222 Give the cartridge. 2 Go to the room. Use the hand reader. Use the key to the control room on the western key read. Open the door. Use the scanner. Open the door. Open the western door. Look at the eastern locker. Use the socket wrench on the eastern cupboard. Take the dried food. Use the resizer gun on one of the suits. Go to the room. Open the eastern door. Take the paint. Use the resizer gun on the crate. Open the vent. Go to the tunnel. Examine the map printout. Go to the tunnel. Open the northern door. Open the door. Open the eastern door. Open the door. Open the door. Open the northern door. Open the door. Open the door. Open the door. Go to the room. Go to the room. 11151211112111 Use the lamp. Take the three cards. Go to the room. Examine the corpse. Use the three coloured cards on the eastern key read. Open the eastern door. Take the metal piece. Go to the northern room. Go to the room. Open the robot paunch. Go to the room. Go to the cell. Go to the southern room. Use the three coloured cards on the western key read. Open the western door. Take the locator beacon. Take the straight jacket. Go to the room. Use the glue on the hand. Use the hand on the eastern scanner. Use the western scanner. Open the northern door. Go to the hall. Open the eastern door. Use the security card on the western scanner. Open the western door. Take the grease. Chat with Randell Carillon. Give the dried food. 6 Use the socket. Use the charge block on the solar accelerator. Go to the hall. Open the northern door. Use the wire stripper on the cable. Use the charge block on the energy tap. Take the food pack. Go to the hall. Go to the hall. Open the western door. Use the northern scanner. Open the northern door. Take the chain. Open the cupboard. Take the oxygen tank. Take the neon. Use the neon on the lamp. Use the middle button. Open the hatch. Go to the shaft. Open the door. Use the metal piece with the foam. Open the door. Go to the shaft. Open the door. Take the acid. Go to the shaft. Go down the shaft. Open the door. Open the western door. Use all four levers. Go to the tunnel. Open the western door. Open the door. Open the door. Open the door. Open the door. Open the door. Take the grease. Go to the tunnel. Go to the tunnel. Open the door. Open the door. Open the door. Open the door. Open the northern door. Use the chain on the handle. Use the resizer gun on the grease. Use the grease on the floor. Open the door. Use the lamp. Open the door. Open the door. Open the northern door. Use the acid with the lift’s brake. Go to the shaft. Use the spindle. Use the metal piece on the spindle. Use the straight jacket on the shard. Use the straight jacket. Use the eastern scanner. Open the eastern door. Use the socket wrench on the panel. Use the fireaxe on the weight. Use the western scanner. Open the western door. Open the eastern door. Take the infra-red bulb. Use the infra-red bulb with the torch. Take the bonsai. Take the key. Open the northern door. Take the replica. Chat with the terminal. Use the scanner. Chat with the terminal. 43114 Use the tape on the broken cables. Use the window controls. Examine the figure. Go to the room. Open the western door. Open the door. Go to the space near Cara. Examine Cara. Use the fireaxe on Cara’s belt. Go to the space. Open the door. Go to the room. Chat with Cara. 11111 Give the oxygen tank. 5111111111111111 Open the eastern door. Take the plastic. Use the button. Open the northern door. Open the eastern door. Take the chain. Take the machinery. Go to the hangar. Open the western door. Take the synt liquor. Open the cupboard. Take the card. Go to the hangar. Use the card from the cupboard on the control device. Use the control device. Use the resizer gun on the hook. Go to the room. Use the fireaxe on the arm. Use the machinery on the arm. Use the chain on the arm. Use the chain with the bulky machinery. Use the switch. Open the door. Go to the western room. Chat with Shorts. 11 Give synt liquor. Go to the northern room. Open the door. Chat with the captain. 11111111111111111111111111 Go to the room. Go to the room. Go to the southern room. Go to the eastern room. Go to the northern room. Use the fireaxe on the foam. Use the scanner. Open the door. Use the flat key on the lock. Use the lever. Take the southern crystal. Take the northern crystal. Use the intact crystal on the northern socket. Use the broken crystal on the southern socket. Use the lever. Use the glue on the plastic. Use the plastic on the tube. Use the torch on the plastic. Go to the room. Go to the room. Go to the southern room Go to the southern room. Go to the room. Go to the hall. Open the eastern door. Open the northern door. Chat with the terminal. 41121223334 Give destruct key. 13 Go to the room. Open the western door. Open the door. Go up. Go to the hangar. Go to the cockpit.

Alien Incident

Look at the trashcan. Look at the password note. Pick up the rope. Open the fuse box. Walk to the door, to the western door. Pick up the matches. Pick up the fuse. Pick up the moldy bread. Open the fridge. Pick up the crowbar. Close the fridge. Walk east. Search the lab coat. Walk to the lab. Use the fuse on the fuse box. Use the crowbar on the loose plank. Pick up the big key. Walk to the door, to the stairs. Open the western door. Walk west. Turn on the lamp. Open the drawer. Pick up the note. Look at the note. Move the eastern pillow. Pick up the small key. Pick up the remote control. Walk north. Use the big key on the middle door. Walk northwest. Use the small key on the padlock. Push the eastern bookshelf. Use the stethoscope on the safe. Pick up the disks. Pick up the key. Walk west. Open the eastern door. Walk northeast. Open the cabinet. Pick up the videocassette. Pick up the walkman. Walk east, downstairs, to the lab. Use the floppy disk on the floppy toaster. Use the computer. Select Up. Select Quit. Walk to the door, to the stairs, west. Use the key on the closet. Walk to the closet. Pick up the battery. Use the battery on the remote control. Use the rope on the ring. Walk to the shaft. Pick up the piece of paper. Use the handle. Push the button. Use the ladders. Walk to the front door, to the lab. Pick up the fuse. Walk to the door. Use the remote control on the middle door. Walk to the middle door. Use the videocassette on the VCR. Use the remote control on the TV. Pick up the videocassette. Pick up the scissors. Pick up the arrow. Pick up the radio. Walk east, to the front door, to the path, west. Use the matches on the dynamite. Walk to the door. 1 Select the arrow. Walk east. Talk to Sluggs. Walk south, east, south. Talk to the hippie. 21111 Walk west, west. Talk to the old man. 1 Give the blueprint to Yodle. Give the gameson to Yodle. Give the radio to Yodle. Walk north. Use the observatory keys on the door. Open the door. Walk to the door. Look at the painting. Use the fuse on the empty slot. Use the circuit breaker. Walk upstairs. Pull the lever. Use the telescope. Use the disk on the disk drive. Walk downstairs, east, east, east. Walk west, east, until the aliens capture Yodle. Walk west. Walk to the door. Look at the runestone. Give the moldy bread to the parrot. Pick up the teleport engine. Look at the teleport engine. Walk east, north, west, upstairs. Use the gameson on the slot. Pull the switch. Look at the monitor. Select Scan telescope view. Select Return to main menu. Select Save co-ordinates. Select Exit. Pull the switch. Pick up the disk. Pick up the gameson. Use the gameson on the super radio. Walk downstairs, east, east, east, east, north, north. Look at the statue. 2 Talk to the statue. 2 Walk to the laser, downstairs. Use the diving suit on the puddle. Swim down. Use the picklock on the chest. Look at the chest. Swim up, up. Use the old key on the door. Walk west, to the ladder. Push the button. Pull the switch. Walk to the ladder. Pull the switch. Walk to the door. Use the diving suit on the puddle. Swim down, to the propellor. Open the door. Walk to the door, north, east, north. Walk north, north, north, east, north. Pick up the pickaxe. Walk south, west, south, west. Walk west, west, southeast, south. Use the pickaxe on the fence. Walk to the rope, to the eastern doorway. Walk north, west, north, north, east. Walk northwest, north, northwest, north, north. Walk north, east, east, south, north. Walk west, south, west. Pick up the pumpkin mask. Use the teleport engine on the broken maachinery. Pick up the receiver. Use the phone number on the phone. Look at the pumpkin mask. Walk west, west, west, east, east. Pick up the security card. Walk west, west, west. Select the grey security card. Select the leftmost highlighted level. Walk east. Push the button. Pick up the ticket. Push the button. Pick up the ticket. Push the button. Walk west, to the elevator. Select the grey security card. Select the middle highlighted level. Walk north, to the jailer. 2 Pick up the security card from the eastern slot. Use a security card on the eastern slot. Walk east, to the elevator. Select the red security card. Select the leftmost highlighted level. Talk to the maintenance man. 111 Walk to the elevator. Select the grey security card. Select the leftmost highlighted level. Use the red security card on the console. Walk east. Pick up the ring. Walk west, west, to the elevator. Select the grey security card. Select the middle highlighted level. Walk north. Use the ring on the western slot. Look at the LGD display. Use a security card on the eastern slot. Walk east, to the elevator. Select the grey security card. Select the leftmost highlighted level. Use the red security card on the console. Use the down arrow to select prison block 38. Turn off the bottom right button to release all prisoners. Walk to the elevator. Select the grey security card. Select the middle highlighted level. Walk north.