330 lines
21 KiB
Plaintext
330 lines
21 KiB
Plaintext
BALLYHOO
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Edited by Mr. Wizard
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GETTING AROUND THE CIRCUS
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Hurry, hurry, hurry! Step right this way, ladies and gentlemen, to see
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the wonders of the ages. Witness death-defying feats of derring-do and
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digital dexterity! Behold the fascinating freaks of fiendish fortune,
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fettered with fantasies far from the furthest feelings of the fortunate
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few! Experience elephants, learn from the lions and make a monkey out of
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yourself! All this for one thin dime, one tenth of a dollar! Hurry,
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hurry, hurry! (Get away from here kid, you bother me!)
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Infocom's latest mystery game is far from what you might expect if
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you've played WITNESS, SUSPECT or DEADLINE. In fact, it has more in
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common with the adventure series, where you have to find the right items
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and do the right things with them in order to solve the game.
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So let's begin. As always, mapping is a key to playing through
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successfully. All the action takes place on the grounds of THE CIRCUS
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THAT TIME FORGOT, INC. At the start of the game, there are only a
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limited number of places you can visit, so your first job is to find out
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how to get to those other places that are currently blocked to you.
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You begin In the Wings. The Big Top lies to the north, and the rest of
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the circus grounds south. So head south.
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You are in the Connection, a kind of crossroads. You will see a midget.
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If you have read the Official Souvenir Program, you will recognize him
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as Comrade Thumb, a Russian emigre clown. A word of advice: You will
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find few people here on your side, so make friends where you can. "Lift
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the midget" to help the poor guy get a drink, then note where the
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fountain is for later. There is a temporarily impassable turnstile to
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the east, so go south again.
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You are now Near the White Wagon, the business office. The door is
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locked and you have no key, so leave this for later. But do take the
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pole that is sticking out from under the wagon. Read the banner to the
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south. "Egress" is not a wild beast, but stay away from it anyway if you
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don't want the game to end. Instead, head west.
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You will be by a second turnstile. Two clowns will get through, but you
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can't yet. Be sure to watch and listen to everything they do and say. If
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you look into the cage by the turnstile, you will see the blind guard,
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Harry. Harry is a veritable encyclopedia of information, and about the
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only friend you can talk to. Be sure to applaud when Comrade Thumb
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finishes his act, wait for him to pass through, then head west again.
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You are now in the Prop Tent. Leave everything you see, and hide behind
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the cardboard cutout of William Howard Taft, then listen to the whole
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conversation. The owner's daughter, Chelsea, has been kidnapped! By the
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sound of him, this detective that Mr. Munrab (spell it backwards) has
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hired is no Sam Spade. There's only one person who can find Chelsea, and
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that's you!
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After they leave, head east into the Back Yard, then north to Beside
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the Big Top. Pick up the mask, and then go east back to the connection.
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Head north again into the wings. A portion of the bleachers has been
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pulled away. Head northeast, search the garbage and take the ticket you
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find there. Then head southwest and north.
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You are now in the Performance Ring, ready to perform your first
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death-defying act. The roustabout with the headphones you saw leave as
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you entered the Big Top (remember him!) has removed the safety net. So
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drop everything but the fiberglass pole, and climb the rope ladder. Keep
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going east until you reach the other platform. Now that was easy, wasn't
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it? Take the balloon, and go west until you get back to the first
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platform. Try to go down. You'll drop the pole, but never mind. Then
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down again and pick up everything, then go south twice back to the
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Connection.
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Punch either the red or blue dot on your ticket, then "insert ticket in
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slot." You'll get your ticket back and you can go east through the
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turnstile into the Midway. You must repeat this every time you use this
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turnstile.
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Examine the pitchman and the detective (and the monkey). Then go south
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into the Menagerie, and southeast into the Menagerie Nook. To the north
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is a cage. Look inside it. Use the pole to get the key ring, then unlock
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the cage, open the door and go north into the cage. Take the headphones
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and the bucket, go south, northwest, north, and west back through the
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turnstile. Make your way back to the Prop Tent. I found it a good place
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to leave everything until you need it. Drop everything but the balloon.
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Go east.
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Now "open the balloon"; then "inhale helium" and say "Harry, hello."
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Your high-pitched voice will make him think you are Comrade Thumb, and
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he will buzz you through. Go south.
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You are now in the Camp (East), west of Gottfried von Katzenjammer's
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trailer. Head west to Camp (West), with Clown Alley to the South. Leave
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both of those until later. Instead, it's time you learned the fine art
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of "sidewalling." "Sidewall" or "crawl under" the canvas, and you'll
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find yourself back in the Prop Tent.
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Aha! What is this? A piece of wood? Examine it. Seems harmless enough,
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so pick it up. When prompted, try entering an obscenity; if shy, just
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say "ow." Drop the mousetrap, take the piece of meat out of the bucket,
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and then drop the meat.
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Timing is crucial here. Go east out of the Prop Tent, then west back
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in. You'll hear scurrying. Go out and back in again. You will see a
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mouse. "Catch mouse with bucket."
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Now take the ticket and the bucket and head back to the Menagerie. The
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real fun is about to begin!
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Okay, you're back at the Menagerie, armed with your ticket and a bucket
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with a mouse in it. Try going east. You have just met Hannibal, the
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elephant. Take the mouse, then show the mouse to the elephant twice.
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Hannibal will blow the mouse out of your hand. Wait. The petrified
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pachyderm will break loose from his chains in fright and plow through
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the fence to the southwest. Go through the elephant-sized hole to the
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southwest.
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You have returned to the White Wagon, only this time you notice a
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ladder attached to the rear. Climb up the ladder until you are On the
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Wagon. Turn the crank, then look in the wagon. Mr. Munrab is hard at
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work. The poor man is so tense, you shouldn't bother him. But you have
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to get in there, so you must get him to leave first. From your perch,
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knock on the door. He will open the door and, quite perplexed at finding
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no one there, he will leave. Time is of the essence now. Go "in" and
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lock the door. Ignore the books and the sheepskin; just examine the desk
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and take the spreadsheet you find there. Now, move the desk and "up".
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You will be back on top of the wagon and Mr. Munrab, none the wiser,
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will close the panel. Go down to the ground, making sure you pick up
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anything you might have dropped, and back northeast to the Menagerie.
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Now, go north, east, and east again till you reach the Far End of the
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Midway. Go north, then northeast or southeast around Tina, and take the
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stool. Ignore Tina for the moment; she will certainly ignore you. Make
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your way back to the Midway and return to the Prop Tent, either through
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the turnstile or by way of the elephant-sized hole southwest of the
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Menagerie.
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Once you have side-walled a tent, you only have to type a direction to
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go under it again, so go south from the tent and east to Katzenjammer's
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trailer with the skeleton key in hand. Examine the trailer. Unlock and
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open the compartment, then take the bullwhip. Go north through the
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turnstile and then ask Harry about the lions. He will tell you that only
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Elsie responds to the whip. Return to the Prop Tent and make sure you
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have all of the following: the key, the stool, the whip, and the meat.
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Now go east twice and north three times into the Performance Ring.
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Unlock the cage with the key, open the door, and go west into the
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Lions' Den. The male shaggy lion is Nimrod; the smooth-bodied female is
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Elsie. Keep cracking the whip at the smooth lion until she lies down and
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yawns, then open the grate. The stool will keep keep the shaggy lion at
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bay. Throw the meat into the passage, then go east. Go back into the
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cage and close the grate. Move the lion stand and you will find a
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cigarette case.
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Return to the Prop Tent. Carrying your ticket and the cigarette case,
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go east. Ask Harry about Andrew and Jenny, then be sure to give him the
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cigarette case. He will feel it and tell you it belongs to Andrew. Go
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north, east, insert your ticket, and east again through the turnstile,
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then east once more. Now go south.
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You are in Jennifer's Boudoir. Show the case to Andrew. Show the case
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to Jenny. Observe the fracas that follows with amazement and listen to
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what is said about the meeting later that night in Katz's trailer. Now
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go up the stairs into the Wardrobe Closet. Take the dress/suit
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combination and search it. Take the veil you find. Take the shawl/jacket
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combo and go up and out of the closet and north. Make your way back to
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the Prop Tent and relax a minute.
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For the next series you will just need your ticket. It's time to visit
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Rimshaw the Incomparable. Return to Midway of the Midway and north into
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the Hypnotist's Parlor. You must give him your ticket, which he will
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return. You can say "Rimshaw, read my palm" and "Rimshaw, read my head"
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for fun; but you're on serious business here. Say "Rimshaw, hypnotize
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me," and he will.
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In your dreamlike state you will return to your seat high up in the
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bleachers, with a terrible hunger. Stand up. Now go east, up, east,
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down, east, up, east, and down. On the way, ignore the hawker. He will
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relieve you of $1.85 without your lifting a finger. As soon as you find
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yourself back In the Wings, a monkey will land on your back. Go south to
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the Connection, then get in line at the concession stand. Wait till the
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second line starts. You will have to type "get out of line" twice, then
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"get in short line." Wait until Jerry's friends all arrive, then get out
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of the line. When asked if you really want to surrender your place in
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the long line, say "Yes." Get in the short line, get out of the short
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line then get in the *long* line. Reverse psychology pays.
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Now you have a chocolate-covered banana. Bite it. Hmmm, someone else is
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hungry, too. Drop your hard-won prize and go north Into the Wings. Say
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hello to the hawker you see taking a break there. Then go up. Some
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stranger will hurl a granola bar at you and you'll wake from your
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trance. Stand up and go south, then west.
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Now side-wall the tent, and you're Under the Bleachers. Search the
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garbage and you'll find the granola bar. Take it and go south.
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Who do you know that might appreciate a granola bar? Yes, go east and
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east again, then north. Examine Tina. She is holding a radio. Go
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northeast or southeast around her, then give her the granola bar. That
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got her attention! Say "Tina, hello." Take the hand she offers you, then
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kiss it. Go northwest or southwest, and you will find the radio. Take it
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and go south. Return once again to the Prop Tent.
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You are once again in the Prop Tent, and it's time you got on with the
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actual business of solving the crime. You have already obtained a clue:
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the spreadsheet. Examine it. It describes the steadily deteriorating
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financial condition of one Eddie Smalldone. Unfortunately, this is not
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much to go on.
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Examine the headphones. Rewind the tape and then play it until you hear
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the subliminal voice. So Rimshaw is in on this! Rewind the tape again.
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For the next series, you will need your ticket, the key, the radio, and
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the headphones. But first, pay a visit to Harry. Go east and ask Harry
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about Eddie Smalldone, then ask him about the circus and the gorilla. To
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tame the gorilla, you will need soothing music, and all you have is Jimi
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Hendrix and a static-producing radio. Consult your souvenir program
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again, then turn the radio to WPDL, 1170 on your AM dial. Not much of an
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improvement, I'm afraid. You will have to improve your reception
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noticeably.
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Make your way to the Menagerie Nook. Drop your ticket and the key, then
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climb the cage. The static will miraculously disappear. "Record music"
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and wait until the tape stops, just to be sure. Rewind once again to the
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beginning, then go down.
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Oops. You seem to have died. Naw! Try typing "restore," then "wait."
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Take the key and ticket, then go northwest. Unlock the cage with the
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key, open the door and go west. Behold Mahler the Gorilla! (Just for
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fun, you might try this wearing the gorilla suit!) Search the straw. A
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trap door! Now play the tape. Mahler will leave you alone so you can
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open the trap door and take the ribbon that is in there. Go east and
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close the door behind you. Make your way back to the Prop Tent.
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Drop off everything. Take the mask, then go south. Wear the mask and
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knock on the door of the trailer. When Chuckles lets you in, go south.
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Examine the ash tray, move the ash and take the scrap of newspaper
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revealed. Chuckles by then will see through your disguise, but his
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careless tongue will have revealed "the grift" (i.e., illegal gambling),
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and that to reach it you must shove "Annie Oakley" (i.e., your ticket)
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under the front by the elephant tent. (See the souvenir program for
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translation of circus lingo.)
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Go back north into the Prop Tent, and make sure you have the bucket and
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your ticket. Then make your way to the Menagerie Nook. Slide your ticket
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under the front, then go east through the secret panel. Take your ticket
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again.
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Now it's time to play a little blackjack. There is a $2.00 house limit,
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and it doesn't really matter if you win or lose. Play a couple of hands,
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then type "open panel." Instead of obeying your command, the game will
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suggest you play another hand. This time, however, something has
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changed. You will feel someone tapping on your foot. If you pay
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attention, the number of taps indicates the value of the dealer's hole
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card. Try to look under the green tablecloth. The game's odds have swung
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about to your favor, so play as long as you like until Billy Monday 86's
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you from the Blue Room. Go northwest, then north.
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You will see the body of the detective. Is he dead? He sure is: Dead
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drunk, that is. You will have to revive him. Go west through the
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turnstile. About this time, you will run into Comrade Thumb again. By
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sign language, he will advise you to return to the Blue Room. First, you
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must deal with the detective. Pour water on him. This will revive him,
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and bring on sudden feelings of shame and remorse. You must exploit
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those feelings while you have his attention. Say "Detective, give me the
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ransom note." He will produce the note and a trade card for Dr.
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Nostrum's. (You have one in your BALLYHOO package; it has a picture of a
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cute blonde girl with a red ribbon in her hair.)
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Return to the Menagerie Nook, and drop the bucket. You won't need it
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again. Once again, slide your ticket under the front, and go east into
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the Blue Room. Look under the tablecloth, and take the suitcase. Open
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the panel and...too late! The suitcase is ripped out of your grasp and
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the culprit dashes west through the open panel. You must stay hot on his
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heels! Go west, then up and up again. Which way did he go? Which way did
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he go?
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Never mind. You've got more important things to worry about, like the
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elephant prod that comes bursting through the tent near you! The tip is
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deadly, but only the tip. So go in any direction until the second time
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the prod is pushed through the tent. Grab the shaft, then pull it or
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push it. You are now out of danger. Go down and down again. The cowards
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have vanished. But you have gathered all the clues you need. It is time
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to take stock of your position, so return to the Prop Tent again. You
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are almost done.
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Take the trade card, ransom note, ribbon, spreadsheet, and scrap of
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newspaper. Examine the scrap. Read the ransom note. Compare the scrap to
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the ransom note. Aha! Examine the ribbon. It appears to match the one
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worn by the girl on the trade card.
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Let us now marshall our facts:
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1) The circus is not doing well financially.
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2) Eddie "Chuckles" Smalldone is involved because the scrap you found
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in his trailer matches the scraps used to make the ransom note.
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3) Rimshaw the Incomparable is involved, because of the hypnotic voice
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of the headphones. His unwilling accomplice is the roustabout you saw
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wearing the headphones early in the game.
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4) Andrew is involved, because Jenny told you so. But you are not
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likely to see either of them again.
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5) Billy Monday is involved, because you assume that Chelsea was in the
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suitcase he took from you.
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6) Gottfried von Katzenjammer is involved, because you know a meeting
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is set for his trailer this evening.
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Take the five clues, go south, and east. You will find Chuckles
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"polishing" the lion tamer's trailer. Say "Eddie, hello." Then show him
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the clues in this order: the spreadsheet, the note, the scrap, the
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ribbon, and the trade card. Guilt-stricken or scared out of his floppy
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shoes, he will beat a hasty retreat.
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Now, how to get into the trailer? Once again, you must disguise
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yourself. Return to the Prop Tent, then get and wear the following
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items: the dress-suit combination, the shawl-jacket combo and the veil.
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Drop everything else.
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Go south and east, then knock on the door. Katzenjammer, mistaking you
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for Andrew/Jenny, will leave you alone by the trailer. Time's a-wasting!
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You don't know when he'll return, so go east into the trailer.
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Close the door. You will find a crowbar. Take it. Now move the
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moosehead. It will reveal a one foot square crawl space which is too
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small for you to enter. Now who could fit in there? Hmmmm. (Light bulb!)
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Open the door and go west twice. Examine the door. It is slightly
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warped (but aren't we all!). Open the door with the crowbar, then go
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south into Clown Alley. Fortunately, Comrade Thumb is there. Lift him
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and carry him back to Katzenjammer's trailer. Put him in the crawl space
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and wait. He will hand Chelsea out to you!
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Now to reunite the poor girl with her distraught father. Go west and
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north, receiving Harry's congratulations, then east to the White Wagon.
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A happy ending seems to be within your grasp.
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Unfortunately, Mr. Munrab misunderstands your sudden appearance with
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his daughter and goes screaming northeast for the detective. Follow him.
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A tense moment ensues, but before you can explain, you are blind-sided
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by a berserk simian. Go north, west, north, and north again after Munrab
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and the ape.
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This is the scene that confronts you in the Performance Ring. Munrab
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and the roustabout stand aghast looking at Mahler holding the helpless
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Chelsea high up on the tightrope platform. What is worse, you can no
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longer reach the rope ladder. Is all your work for naught?
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Stay calm. This is no time for panic. You need unquestioned obedience
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immediately. Clap your hands! This will trigger Rimshaw's post-hypnotic
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suggestion and make the roustabout your willing slave. Tell him to get
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the safety net. This is an opportune time to get out of all of
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Andrew/Jenny's clothes you are wearing.
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Go west to the Lions' Den and take the lion stand, then go east and
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drop it. You will now be able to climb the stand and reach the rope
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ladder. But experience has told you what you need to (a) cross the
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tightrope and (b) calm the gorilla. One last time, return to the Prop
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Tent and get the fiberglass pole and the transistor radio. Return to the
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Performance Ring.
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Climb the stand, then the rope ladder, with just the pole. This will
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drive Mahler into the guy wires above the platform. Try to climb the
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wires. You can't, but this will drive Mahler to the far platform. Drop
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the pole and go back down for the radio. Go up again. Confident in your
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proven tightrope walking ability, and reassured by the soothing strains
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of classical music, head east slowly across the tightrope. Easy. Easy.
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Step by step, inch by inch. Almost there....
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Suddenly, the music is interrupted by a pledge break.
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AAAARRRRGGGGHHHH!!!! You must go back west to the first platform. Drop
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the pole and radio, and go down. Where is a phone? Go south three times
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and east into the White Wagon. Take the phone and call WPDL, then return
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to the Performance Ring and climb back up to the platform. Pole and
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radio once again in hand, you gamely venture east one more time.
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This time you make it all the way! The assembled throng cheers. This
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unnerves Mahler once again, and you suddenly find yourself hanging from
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the tightrope high above the oblivious crowd who have rescued Chelsea
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below. You feel your hand beginning to slip. All seems lost, but at
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least you have accomplished what you set out to do; you have not only
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saved Chelsea from her kidnappers, but you have shown that you have what
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it takes to make it in the sawdust and tinsel world of the circus. Such
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a pity you won't live to enjoy it.
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Your weary hands lose their grip and you plummet earthward!
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Fortunately, the grateful circus folk notice your predicament, and in
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the nick of time save you from a terrible fate. As you plunge into
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oblivion, your last thought is of the circus, and you know that someday
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you'll have one helluva story to tell your grandchildren.
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