454 lines
26 KiB
Plaintext
454 lines
26 KiB
Plaintext
Leather Goddesses of Phobos
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Part One
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SEX! There's nothing like it! And, to be honest, there isn't really all
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that much of it in the game. True, you can play at the 'lewd' level, and make
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out a few times here and there, but of course you know that you aren't going to
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run into anything even remotely pornographic. After all, this is an Infocom
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game. Still, you do get some thrills, so you may want to set it to 'lewd' as
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soon as you boot up.
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Further, as you will see, the game is non-linear. This means that you can
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solve the puzzles in almost any order; this walkthru only shows you one way of
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doing it, there are many more. And you may also find (if you experiment on
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your own now and then) that some of the puzzles have alternate solutions.
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Finally, a word about Tiffany/Trent. If you play in the female mode, your
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partner is Tiffany, and Trent if you play as a male. Either way, there is
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virtually no difference between them in the game, so throughout the text I will
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just refer to your companion as T.
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Ok, so it's 1936 and you're guzzling down cheap beer in Joe's Bar, the social
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center (such as it is) of Upper Sandusky, Ohio. Several mugs of brew have
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activated your bladder, so hurry along to the toilet. This is where the
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program determines if you are male or female (and this will then be set for the
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rest of the game).
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Inside you find a stall and a stool. Well, you needn't worry; this stool is
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the perfectly respectable three-legged type. After attending to business, get
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that and leave the bathroom (remember to keep your scratch'n'sniff handy
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throughout the game!).
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Now just hang out and wait. It won't be long before mysterious green
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tentacles appear from nowhere and whisk you away to a cozy little cell on
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Phobos. Of course, you've been out for awhile, and when you wake up you find
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yourself dressed in some rather odd clothes: a brass bikini for the ladies and
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a brass loincloth for the gentlemen, each furnished with a rulebook in the back
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pocket (although how there could be a back pocket on a bikini is something else
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again).
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Looking around, you see that all your stuff is here, except for your regular
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clothes. Get everything in the cell (except the tray, but make sure you take
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the brown food), then open the door, which isn't locked, and go south. This
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brings you to a corridor, facing another cell door. Open that and go inside.
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Here is T, your trusty companion who will accompany you for the rest of the
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game. Most of the time, T just tags along with you, but in several situations,
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your friend's help will be invaluable. Just remember that T isn't the type to
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take orders.
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In the cell is a scrap of paper with words on it, some readable but the rest
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looks like gibberish. Actually, this is a word search puzzle, composed of all
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eight objects you must find in the game. If you transcribe the paper, and then
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circle all the words, the left-over letters spell out a message: "Hissing
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frightens fly trap". This is one of the two methods for getting past that
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carnivorous plant (later I'll tell you about the other one).
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Speaking of objects, sooner or later T will toss you a matchbook with a list
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of them. When they are all assembled, you'll have a Super Duper Anti Leather
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Goddesses of Phobos Attack Machine! Just the thing! So write them down then
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drop the matchbook, which has no matches and serves no other purpose in the
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game.
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Ok, the preliminaries are taken care of, and you're ready for a wild and
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wooly journey among the planets in your quest to defeat the evil LGOP! Leave
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the cell and take the stairs up to the Observation Room. Do not go in any
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other direction; the signs don't lie.
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In this room is a closet. Pretty dark place, huh? Good thing you brought
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your flashlight along. Turn it on and you'll notice two things: a basket on a
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shelf out of reach, and a black hole on the floor. Those black holes turn up
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everywhere, and are the means of travelling from one place to another. You'll
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be stepping through plenty of them before this game is over.
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But first you need the basket. Drop the stool then stand on it. Take the
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basket and get off the stool (you don't need this for anything else in the
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game). Now step on the black hole, and in no time at all, you're on Venus!
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(By the way, there is another hole on the roof that takes you to Mars, if you
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felt like going there first).
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Hmmm, this sure is a scary-looking jungle. Even scarier is that Venus Fly
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Trap that's sidling up to you (on Venus, these things can walk). However, you
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recall the secret message, and hiss at the ambulating vegetation. How about
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that! You scared the poor thing into cardiac arrest!
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On the other hand, you're safe for the time being. Move along east until you
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come to the clearing, making sure you pick up the can of black stain. Then go
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Northeast to the front door of a strange house (hmmm, wonder who'd be living in
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a place like this?). Don't knock yet; go East to the Rocky Clifftop, then
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North and you're at the back door.
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And look what's here: a platoon of door-to-door salesmen! Persistent bunch,
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aren't they? One of them wants to make a deal with you, if only you have
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something interesting. How about offering him your flashlight? Zowie! Just
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the thing! In return, he gives you a strange machine called a T-remover. And
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that's just what it does: it removes the letter T from any object you put
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inside it.
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In the meantime, a giant moth, attracted by the light, has just swooped down
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and made off with the salesman. Too bad. But I wouldn't spend any time
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feeling sorry for him if I were you, because you're about to have some pretty
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serious problems of your own.
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Knock on the back door, and it will be opened by no less than a genuine Mad
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Scientist, complete with heavy German accent. He grabs the two of you and
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pulls you inside. Bet you're feeling nervous, huh? And even more nervous when
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he locks the door and destroys the key in a vat of acid.
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There's nothing you can do to get out, so you might as well hop on down the
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stairs to the laboratory, which doesn't do anything to reassure you. While the
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Mad Scientist is fussing around, put the brown food in the cage, which you
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notice contains two gorillas and a rubber hose. Hmmm...that's one of the items
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on your list! Unfortunately, it's somewhat out of your reach. So, just wait a
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bit for some exciting things to happen.
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Ok, being strapped down on the slab may be more nerve-wracking than exciting.
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Just wait, and before you know it, your mind has been transferred into that of
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a gorilla (of the appropriate sex). Talk about out of body experiences!
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Still, this isn't going to help too much in your quest. And there's not much
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you can do until the MS leaves. The fastest way to do that is (ready for
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this?) make out with the other gorilla in the cage. If you'd prefer not to,
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then just wait a short while, and the MS will leave on his own.
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Now, quickly eat the brown food, which is actually a piece of chocolate cake!
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When you feel the sugar rush, bend the bars, take the hose, and get out of the
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cage. Drop the hose, untie yourself from the slab, and push the switch that
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will bring your mind (and T's) back to their proper places. Whew! Pick up the
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hose while the gorilla ambles back into its cage, and step on the black hole
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sitting at the foot of the stairs.
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You're back at the Rocky Clifftop, and it's time to examine the Vizicomm
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Booth, which happens to be out of order. No matter, work the coin return knob,
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and you'll have a 10-marsmid coin. Leave the booth and make your way back to
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the place you started from in the jungle, and go due west from there to the
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(ugh) Spawning Ground.
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Amid the muck, you see a jar and a black hole. Get the jar and examine it.
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Hmmm...Untangling Cream? Well, you can worry about that later; right now, it's
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time to go travelling again, so step on the hole.
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And look where you are: in the hold of one of the LGOP attack ships! But
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you hardly have a chance to catch your breath when a mysterious black figure
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tosses a grenade in your direction! Without hesitation, T bravely jumps on the
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grenade. BOOOOOOOM! Bits of T are now splattered all over the place! Alas.
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There is no way to avoid this, sorry to say.
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However, you still have a mission to complete, so take the sword and move
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South into the stable. What a fine-looking horse! I'll bet you could ride it,
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too. Mount up and ride the horse west. In hardly any time at all, you'll be
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at the Main Hatch. Dismount, get and wear the white suit, open the hatch, and
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step out into space.
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Look who's there....the fiendish assassin Thorbala (if you're female) or
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Thorblast (if you're male) the rotten scum who threw the grenade!! And he/she
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has a helpless prisoner of the opposite sex. Upon seeing you, T/T ties the
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captive to a small spaceship and comes to do battle.
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Now it's just you and him/her...and the bug-eyed monster who just showed up
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and is making a beeline for the helpless person bound to the space ship!
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There's no time to lose! You must get past T/T quickly! Fight the assassin
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with your sword until your opponent drops his/hers. Grab it quick.
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Here comes the fun part. Back in the '30s, believe it or not, the good guys
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(and gals!) not only won every time, they also NEVER killed an unarmed
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opponent. Fair play was big back then. So, since you're a good guy or gal,
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there's only one thing to do: give the assassin back the sword.
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Wow! T/T, seeing this gesture on your part, also realizes that you are truly
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a good guy or gal, and promptly commits suicide, saving you both a lot of time!
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Speaking of saving, better hustle over there and save the poor wretch before
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the BEM makes off with him/her.
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That was easy, and now you're invited into the space yacht, where the
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grateful rescuee hands you a photograph. Aha! Now you have the second item on
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your list! And if you happen to be in lewd mode, you can also follow the
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person into the other room and enjoy a little extra reward, if you're so
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inclined.
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Soon enough, it's time to return to the other ship (you do have other things
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to do!). Stepping through the door of the LGOP ship, you get the surprise of
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your life: there's T, alive and well again!!! (I'll tell you a secret: there
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will be more of these episodes to come; T is harder to kill than Rasputin).
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Breathing a sigh of relief, the two of you now walk east along the long
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corridor until you come to (what else?) the inevitable black hole. One step,
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and you're on the fabled red planet, Mars!!!
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Well, maybe you hadn't quite planned on seeing Mars from several hundred feet
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up, and falling fast. Ooops. But, don't panic! Fortunately, a Martian
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Pterodactyl flits by, grabs you both, and deposits you somewhere on the
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surface. Where is a random item, so there is no telling at what exact spot
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you'll end up. Think of it as good reason to take out some time and map the
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area. Mars is pretty small, and there are no tricks or mazes, so you should
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have little trouble finding your way around.
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Ok, head along to (ahem) Hickory and Dickory Dock (there are more of these in
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the game, so be prepared), where you notice a cute little marsmouse running
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around. Mouse? That's on the list too, but the little rodent is just too fast
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to catch. You'll have to slow him down somehow. What are mice more afraid of
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than anything? Cats! (purrr) So, show the picture of the pussy cat (but, is
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it art?) to the mouse, who will freeze in its tracks. Gotcha!
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That was an easy one, right? Drop the painting which you don't need any
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more, then put the jar into the T-remover. Close the machine, and turn it on.
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Wow! Sparks! Excitement! When it's all over, open the machine and get the
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jar, which is now a jar of Unangling Cream!
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Leave the machine (unless you want to put the rabbit in it; the bunny is
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there only for a joke with the T-remover) and go to King Mitre's palace. Now,
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why anyone would want to turn everything into 45 degree angles is a mystery,
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but it takes all kinds to make a world, I suppose. Anyway, the poor guy is
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morose over his daughter, who he accidently turned into an angle, too. But,
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now you can help him out!
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Apply the Unangling Cream to the daughter and voila! she is back to normal
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again! Mitre is so thrilled, he gives you an 88 degree angle! You're really
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making some progress now! However, just between us, I wouldn't shake his hand
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if I were you. Instead, leave the throne room (uh-oh, sounds like poor Mitre
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forgot himself, and all your good work has been undone). You can drop the jar
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(it's empty) and head along to the oasis. Bypass the frog for now; you'll be
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coming back to that later on.
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Here at the oasis you see a black hole, but it just turned white! You can't
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go through it that way, so just paint the hole with the black stain. Too bad
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it took the whole can to do that (you can drop the can now). However, the hole
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is black again, and you can step on it for an all-expense paid trip to
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delightful (?) Cleveland!
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Hmmm...well, maybe it's not all that delightful. It doesn't seem to be all
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that big, either, but I guess it was a smaller place 50 years ago. South of
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your location is the lawn. You don't really need anything from there, but if
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you didn't know about hissing at the flytrap, you'd need that bag of leaves.
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More on that in a short while. For now, head Northeast to the teensy-weensy
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house.
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Yep, it sure is teensy-weensy all right. There's not much down here, so
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let's see what's upstairs. Not much either, except for a bed with one sheet
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and a window. Wonder if there's anything interesting out there? Oooh...look!
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Down below is a Ford...a 1933 Ford, with a loose headlight!
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Hold it! You can't just go climbing down, and it's too far to jump. Of
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course you think right off of tying the sheet to the bed, but there's a slight
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problem: Steve Meretzky short-sheeted the bed! Hehehe! The sheet isn't long
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enough to go from the bed out the window, and the bed is too heavy to move (no,
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you can't get T to help you move it).
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But you're a hero, and heroes are never stumped for long. Especially when
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you've seen all those prison escape movies! So, you tear up the sheet into
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strips, then tie the strips together. Ta-da! Now you have something that is
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long enough to climb down to get to the car.
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Except that T gets into the act first (after properly admiring your flash of
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insight). Claiming lighter weight, T hustles down the sheet and starts to undo
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the headlight when....SCREEEEEEECH!!!!
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Oh my, it seems there's just been a traffic accident, and there's no sign of
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poor T. Then again, all may not be as it seems. After all, if T could survive
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being blown to bits, being hit head-on by a truck should be nothing. So you
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just hang around a little while, and sure enough, T comes falling into the
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room, along with a good chunk of ceiling. Amazing good luck, T has.
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But now you've got the headlight, and you're half-way to constructing the
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SDALGOPAM! Of course, you still have to get back to Mars, and there are no
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black holes in sight. Go back down (making sure you take the stairs!), and go
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East into the garden. Lovely place, eh? The flowers are just for show, but if
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you move the piece of sod...there's the black hole!
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Before you go running off, however, a word about that alternate solution to
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the Flytrap (and one that I preferred over the hissing). If you look
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carefully, you'll see a trellis in the garden. This item is takeable. So you
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get the trellis and the bag of leaves, and go back to Venus.
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The Fly Trap only follows you so far when you keep moving, then it goes away.
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When that happens, you return to the large hole where the tree was. Cover the
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hole with the trellis, then cover the trellis with the leaves. Now you have a
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little pit trap. Find the Fly Trap and entice it to follow you. With the
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leaves covering the hole, the Fly Trap is fooled, and will walk right over it.
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Crash!! Bye bye, Fly Trap! (admit it, isn't this more fun than just going
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"hiss"?)
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Ok, back to the main event. Step on the circle in the garden. Instant
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deja-vu! Haven't you been here before? Yep, you sure have: you're in the
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hallway outside your cell on Phobos! Don't stick around too long, climb the
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stairs all the way to the roof top. Step on the circle you see there, and
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you'll be on Mars again in no time at all!
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In fact, you're just outside Mitre's throne room again. Go all the way north
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until you come to the Royal Dock and the Royal Barge. It's time to do a little
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cruisin'!
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All right! You've always wanted to be a sailor, true? No? That's ok, this
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barge is really simple to operate, although it seems Martians had a one-way
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track of mind. The Barge only goes forwards; there is no way to turn it
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around. Then again, you don't really have to worry about it, so just hop in
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and enjoy the ride.
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Push the orange button and wait until the next dock (on the north shore)
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comes into sight, then press orange again. Here you are at (ick) Baby Dock (I
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warned you there were more!). Exit the barge and make your way among the sand
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dunes to the north.
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Poor alien. Seems the Martian climate didn't agree with him. However,
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that's good for you. Pick up the lip balm, then get the note. Looks like
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gibberish, but it's actually in code, the same code mentioned in the comic book
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that comes with the game, so translating it is pretty easy. Do keep in mind
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that the note is also written backwards.
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The important thing is the number of the wife or husband in the note. This
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number is only written backwards; it is not encoded. I suggest saving the game
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at this point, because the number is randomly chosen the first time you pick up
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the note, and will probably not be the same twice (especially with 8000+
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numbers to choose from!). You can drop the paper after you've read it.
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Back at the barge, you continue on your way down the canal. You can stop off
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at the next dock (south); this is (choke) Donald Dock. It isn't important to
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do this right now, since the sand dune leads to the Exit Shop, and you can't
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buy the exit just yet; the proprietor, obviously an ancestor of New York
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cabbies, doesn't have change for a ten.
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No matter, you'll get it later. Back in the barge, rev up the engines to
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full speed ahead and get ready. Right after the turn are two docks, and by
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going at the faster pace, you are now close enough to the one you want: MY
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Kinda Dock! Push the orange button, then exit. Now, while you're still
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standing there, press the orange button again (didn't know you could do that,
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eh?). The Barge steams away out of sight down the canal. Don't worry about
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it, tho, this is only temporary. Admire the sights to take your mind off it.
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Pretty ritzy place, eh? It should be, this is the home of the Sultan(ess,
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depending on whether you are male or female). Walk in, and go Northeast to the
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Audience Chamber. This is even fancier, but you may not get much of a chance
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to see it.
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The Sultan(ess) has a riddle for you to answer. Give the correct answer, and
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you get to spend a whole hour with one of his/her harem mates. But should you
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be wrong, well, the tigers haven't eaten yet today....
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Of course you don't say no. Unfortunately, T guesses first and is horribly
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wrong. As your companion is dragged off to face the jaws of the ravenous cats,
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your turn comes up. Uh-oh. But really, the answer is so simple, and right
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there in front of you. In fact, the answer IS "riddle"!
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That sure took the wind out of the Sultan(ess)'s sails! While an argument
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ensues, you slip away west to the Harem, and give the guard the number of the
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husband/wife that you found on the note. Wait a bit, and before long, the
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selected person appears. There is time here for a little pleasure, if you
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like.
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Now say the secret phrase, and the husband/wife gives you a map and a
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reliable torch, then opens a hidden door leading to the catacombs. This is the
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fun part of the game (sure). You have to slosh back and forth, up and down the
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catacombs, until you've found the two objects you need, as well as the way out.
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There is also one room with a black hole in it; DO NOT step on that hole until
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you're told to!
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You really need to have your map handy for this, and a re-reading of the
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comic book is very helpful. The catacombs are infested with some nasty little
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(and not so little) creatures. Fortunately, you know from the comic book what
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to do to keep each of the three types away. The trick is counting your steps
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correctly.
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The easiest way to do this is to get a piece of paper and write dashes along
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it on several lines. Count along the dashes and put the appropriate actions
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(such as 'clap hands') on the appropriate dashes. Now you have a guide to when
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you need to perform each one. As you go through the catacombs, note down the
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directions on the dashes. Just remember that EVERYTHING you do counts as a
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move, including taking objects!
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Some of the tunnels shown on the map will have collapsed. That makes things
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a little harder, but overall the map is correct, and you won't go wrong by
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following it. Remember that you will have to go up and down to reach all the
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places you need to go. Your first stop should be the square box in the upper
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left corner on the lower level; here's where you'll find the telephone book.
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The other square room on this level has the black hole, so just bypass that
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one.
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The next room you want is the square box on the lower left of the Very Lower
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Level, which is the Burial Chamber that has the raft. Take that and make your
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way to the other square box on this level, the Ladder Room. Climb up the
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ladder, and you're in the palace Laundry Room (you can get rid of the map and
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the torch now).
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Not much here except a clothes pin, but that's very important, so snarf it
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and leave North, then East into the gardens. After admiring the scenery, climb
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down the well and....oops! Looks like you fell...right on top of that black
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hole! And look where it took you: back to the Barge!
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And because you sent the Barge off before, it's now safely past the ion beam
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and sitting at the Icy Dock! Ok! Exit the Barge...uh oh, looks like you just
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lost T again. But he/she will probably turn up again later. Go South and
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Southeast to Penguin Park.
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The Penguins are collecting for a charity, and you being the noble person you
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are, donate your marsmid coin to a worthy cause. But all donations are a fixed
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price, and you get back...one marsmid! Still, you have a couple of other
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things to do here, so go Southeast to the robot Gypsy camp.
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Alas, no sooner do you arrive than a meteoroid flashes down and wipes out the
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robots, leaving only a now-orphaned baby in the tent. Enter the tent, then
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wrap the baby in the blanket. At least it's quiet now. But you can't go
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lugging the thing around with you forever.
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Drop the raft and empty the basket into the raft (of course you've been using
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the basket to carry stuff around, right?). Now put the baby in the basket,
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leave the tent, and go south. Looky there! Just the thing, an orphanage!
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Although I would advise you not to go knocking on the door; you'd get a pretty
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rude welcome!
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Put the basket on the stoop. Then wait while you hide behind a snowdrift.
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In a short while the matron will open the door and take the baby inside. Lucky
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for you, she also forgets to lock the door. After she leaves, go inside and
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take the pair of cotton balls you see there, then get out fast. Go back to the
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camp, retrieve your raft, then head for Penguin Park and west from there to the
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Allusion Room. Step on the black hole, and you're back at Wattzup Dock (sigh).
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It's time to make fairy tales come true! Go west to the oasis, where T will
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suddenly pop up yet again, then West and Northwest to the ugly amphibian.
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Ready? One: apply the lip balm to your lips. Two: Stuff the cotton balls in
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your ears (note: you could cover your ears with your hands as a fourth step
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instead, but this is easier). Three: put the clothes pin on your nose. Four:
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close your eyes. Now....*SMOOOOOCH*!!!
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RATS!!! Just when things were getting good, the Prince(ess) decides to
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leave. *sigh* Oh well, at least you have something to remember him/her by: a
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common household blender! (that's a heckuva goodbye gift!). And now, at last,
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you have everything you need to make the SDALGOPAM! (Oh, don't forget to
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remove the clothespin and get the cotton out of your ears!).
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Now hop along back to the Royal Dock and use the raft to take you down to the
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Donald Dock. Climb up the sand dune and make your way to the Exit Shop. Buy
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the exit, which comes in a tube. Open the tube, get the hole, then drop the
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hole and step on it.
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Wherever could you be? You're in the private boudoir of the Leather
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Goddesses themselves! (gulp) And it's not long before you're discovered and
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dumped out into the main plaza, where the entire LGOP attack force is bearing
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down on you! Crazed monsters and robots of every description are tearing up
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the place to get to you! The air force is swooping in!! And the army is
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setting up a ray gun!!!!
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There's no time to lose! Hand T each item as its asked for. The army is
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getting closer! Hurry, T! (Talk about tension!) Finally, the machine is
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completed, and just in the nick of time!! T throws the switch, and out
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pops...a banana peel!! (A banana peel??).
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Now you can relax, sit back, and watch the total destruction of the LGOP
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attack force! The Earth has been saved from a fate worse than death!
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Yaaaaay!!! Of course, no one will ever know about it except you and T. Still,
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you did have one terrific romp! Yet sometimes, when I think back on this, I
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get the feeling that T had better adventures than I did.....
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Leather Goddesses of Phobos is copyrighted 1986 by Infocom Inc.
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This walkthru is copyrighted 1986 by Scorpia, all rights reserved.
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