Foreword
{A} |
“TGttpoaCS” contains 4 separate routes each one with a completely different
ending. Each of these 4 different ‘gamelets’ have a certain common denominator
at the beginning, but quickly branch out into completely different paths.
Congratulations to the very talented 20 year old young lady (Deirdra Kiai aka
‘Squinky’) who made this game … (almost) EVERY ASPECT entirely on her own!
Notice a couple of references to classic Quest/Adventures, as well as her own
previous (excellent) games!
|
{B} |
This walkthrough describes ONLY ALL the actions which you must
take in order to complete all the 4 different gamelets, together with maybe
only 1 or 2 which are not absolutely essential to completing the game.
Many actions and dialogs with several characters have been omitted since they
are not absolutely essential for finishing the game. A lot of these are
interesting and provide much of the background story to the game, and in
particular many include much of the humor. Hence I recommend performing them
all!
|
{C} |
There are around a dozen inventory items which you can obtain,
some of which are quite amusing, but which are not necessary for finishing the
game … they are in effect, red herrings. There is of course no harm in
acquiring them during the game … but most have NOT been included in this
walkthrough.
|
{D} |
Please don’t use this walkthrough unless and until you absolutely have to
or you will lose most of the fun … it definitely does not do justice to
“TGttpoaCS”!
|
{E} |
“Warning” :- If you simply take this walkthrough in your hand and
follow exactly what to do and what not to do, you can probably finish the game
very quickly. This however would completely defeat its whole purpose!
|
{F} |
You should NOT have to follow the identical order of accessing
locations as described in this walkthrough. Some locations of course will not
be available or accessible until you have completed certain previous tasks, and
so a particular order is sometimes obligatory. Other than this,
you are free to visit (&/or revisit) as you wish!
Apart from the abovementioned MANY different ‘orders’, you can also traverse
and finish the 4 different routes in any order you like (after possibly
finishing some basic actions). The particular order used here, routes 1 thro’
4, are both numbered and described in purely arbitrary sequence.
|
{G} |
In this game you never get killed. There is absolutely no violence and
definitely no so called ‘bad language’ or ‘adult material’.
Also there are no slider puzzles, mazes, cryptology, or math puzzles!
|
{H} |
It is all third-person and mouse driven point and click. There is no speech,
but VERY full English subtitles/texts.
Note in the game instructions that you can decrease &/or increase the speed
of the text displays on your monitor. You can also skip over parts or all of
them by right clicking your mouse.
Also, as mentioned in the game instructions, don’t forget that by left DOUBLE
clicking your mouse, you cause the character(s) to run instead of
walk.
Mentioned also:- By single right or left
clicking your mouse, you can shortcut two very common actions automatically
… and perform the “Examine” action on anything, and the “Use”
action on inventory items (only)!
|
{I} |
Some items in inventory can be used one upon another.
N.B. Whenever any item X can be combined with item Y, then the reverse
is always true … i.e. item Y can be used with item X instead, and with the
identical result(s)!
|
{J} |
As in most games, it is easy to make a wrong or redundant move! So it is
advisable to save frequently .
This is particularly so in “TGttpoaCS” due to the branching format of the game.
You are specifically advised in the walkthrough to save at certain nodal
points. This is to obviate the necessity of returning all the way to the very
beginning of the game when starting on each of the 4 different routes!
BTW:- There are an infinite number of save-slots for this purpose.
|
{K} |
At the end of this walkthrough are a few specific Help-Hints
for some of the puzzles which may cause some trouble?!
|
Walkthrough
Our heroine, blue haired Ms. Gertrude Zzyrgenhymer (never call her Trudy!) has
just received an email amongst all her spam informing her that she has won a
free ticket aboard the S. S. Asylum.
The S. S. Asylum is a new and revolutionary cruise ship built using the most
advanced technology available today and providing the greatest amenities
possible.
The game starts with Gert at sea, ensconced in her (not so luxurious) cabin,
hoping for some adventures!?!?
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
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Inside Gert’s room |
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Examine the electrical extension cord |
|
Pick up the extension cord |
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Open the drawer and pick up the Hong Kong telephone directory |
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Use the phone and “Order room service” |
|
Choose any one of the 4 dishes. It doesn’t matter which … the result is
identical in each case! (You can repeat this as often as you like … it makes no
difference whatsoever!) |
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Use the phone and “Have the room cleaned” |
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Talk to the cleaning lady “I need some privacy in here.” … she exits and leaves
her vacuum cleaner behind in Gert’s room |
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Pick up the vacuum cleaner |
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Exit the room |
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Walk all the way along the corridor to the left |
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Arrive at the front desk and enter the reception area |
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Have a good look around |
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Talk to the receptionist (“Mallory H. Katz), and get a run down on all the
‘fine’ attractions available on board!! |
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Exit the reception area and the front desk |
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Walk all the way along the corridor to the right |
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Enter the elevator |
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Go up to deck #2 |
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Enter Chez Pierre … Jacques refuses to let Gert in since she’s not
“distinguished” |
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Talk to Jacques until Gert tells him “You’re a very rude person, you know.” |
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Continue insulting Jacques until he sends Gert into the kitchen to wash dishes |
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Pick up the empty glass |
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From inventory, put the glass onto the blender and get a chocolate milkshake in
the glass |
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In inventory, put a sleeping pill into the milkshake |
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Give the drugged milkshake to the chef … he falls asleep standing up! |
|
Open the oven and obtain a rhubarb pie (a ‘dessert’) |
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Pick up the dish detergent |
|
Exit the kitchen |
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Go to the elevator and enter |
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Go down to the main deck |
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Enter the Sludge Bar |
|
Talk to girl. “Can I borrow that book you’re standing on?” … “No!” |
|
Gert tries another approach! “Why don’t you ride that horsey over there?” … The
girl replies that “It’s not plugged in.” |
|
From inventory, plug the extension wire into the mechanical bucking-horsey
device (and automatically into the electrical outlet) |
|
Talk to girl again and persuade her to ride on the bucking horse … now that
it’s plugged in! |
|
From inventory, quickly take the Hong Kong phone directory and make a
‘switcharoo’ for the girl’s (motivational) book “while she’s not looking” |
|
Talk to the professor. He asks Gert to try out his brilliant invention. It is
“A machine that will take any kind of food and turn it into the most delicious
culinary experience possible” … his Chef-O-Matic! |
|
Gert agrees … but she first has to correctly answer one of the professor’s
multiple choice “world-famous logic problems” |
|
Choose 1 out of 3 answers. If you ‘fail’ you can try again as often as you need
to. (The correct ‘answer’ is “Some things in heaven have fleas.”) |
|
Receive the Chef-O-Matic |
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Exit the Sludge Bar |
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Walk to the left … it’s an Arcade |
|
Talk to the 2 youngsters (Iggy and George) playing video games … “But to be
granted an audience with us there is a condition you must meet. You must
obliterate the evil monster in a game of ‘Wizard Warble’.”
This is a slow and fairly easy arcade game. Nevertheless it’s maybe worth
saving here in case you have trouble
|
|
Reply … “Sure I’ll give it a go!” |
|
Play ‘Wizard Warble’ … read the instructions and play the game |
|
If you fail twice you can ask the youngsters for a valuable hint
You can do this again and after 2 more failures they are prepared to give you a
second important hint. After 2 more failures they are prepared to give you a
third and final spoiler.
However, if you still can’t solve this, read the “Help-Hints [1]”
|
|
Exit the Arcade |
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Walk to the left and enter the Kidz room |
|
Examine the playhouse |
|
Scrutinize the wall of the playhouse and see a loose board there |
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Pick up the plastic board … this creates a ‘window’ into the playhouse (you can
see through that gaping “a bunch of stuff in there!”) |
|
Walk to the left, to the front of the ship, and approach the biker guy |
|
Talk to him … he’s not very communicative; he’s playing Mumblety-Peg with his
knife (Shades of LucasArts “Full Throttle”) |
|
Gert asks “Can I borrow your knife?” … No! |
|
Keep on asking him for his knife … his answers continue to be in the negative |
|
You will have to repeat your request ELEVEN times, and only on the 11th
time will he give you his knife … “Good thing I remembered to bring a spare
with me…” |
|
Gert:- “Yay, I’ve got a knife!” |
|
Walk all the way along the deck to the right to the elevator and enter |
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Go up to deck #3 |
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Enter the Spit Valve |
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Examine the lady poet |
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Talk to her. … “What are you writing?” … Gert listens to her poem!! |
|
Gert (rudely) informs her “That is the most terrible poetry I’ve ever heard.” …
The woman replies “And you know what? I don’t believe you.” |
|
From inventory, Gert uses her rhymatalogy degree on the poetess to convince her
just how bad her poem really is! |
|
So the Goth Poet crumples the poem and throws it on the floor |
|
Gert picks up the discarded crumpled poem |
|
Exit the Spit Valve |
|
Walk to the left to the front of the ship |
|
Alongside the pool, enter the women’s change room |
|
Talk to the winking woman … “I think I’ve lost my contact lens!” |
|
Look for the contact lens. It’s a very simple search and easy, unless you have
visual problems! The lens is a small light blue circle, slightly less than half
a centimeter in diameter, randomly situated on the uniformly mottled floor.
When detected it causes the cursor to highlight |
|
Gert has found the contact lens, and given it to the poor woman |
|
The winking woman exits |
|
Examine the cosmetics bag that the woman has left behind |
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From the bag, steal the bobby pin and the shampoo |
|
Examine the lockers … on one of them the cursor highlights |
|
Open the locker … “It’s closed and I don’t know the combination.” |
|
From inventory, use the bobby pin and open the locker … “*Clickety Click*” |
|
Gert purloins some clothes from inside the locker |
|
Exit the women’s change room |
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Walk all the way along the deck to the right |
|
Enter the elevator |
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Go down to the main deck |
|
Walk to the lonely reclusive guy at the very front of the ship, and talk to him |
|
From inventory, use the motivational book with the lonely-looking guy (his
name’s Bolton). As a result, he forms a friendship with Gert and thenceforth
follows her around everywhere |
|
(BOTH) Walk to the elevator and enter |
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Go up to deck #2 |
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Return to Chez Pierre |
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Enter … Jacques now lets Bolton (apparently a prince) and Gert inside |
|
SAVE IMMEDIATELY ON ENTERING CHEZ PIERRE!! All
4 paths branch out from here and unless you want to start all over from the
beginning each time, you will have to return to this Save (or shortly
afterwards) for each subsequent gamelet |
|
Sit down at the table next to the Bolton, the Queen, Captain Smith and Shirley
(his henchman) |
|
The game branches here into two pairs of paths; i.e. routes-1&2, and
routes-3&4 |
ROUTES-1&2
|
Don’t DO ANYTHING … just let Captain Smith talk on
and on until he and Shirley leave the table |
|
The Vulture shoots a poisoned dart into the Queen’s neck and demands a ransom
of 3.14 million dollars for the sole antidote. Gert and Bolton carry the
unconscious Queen up to the First Aid Room. |
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Gert talks to Bolton … he has 3.139 dollars, but needs another $1000. |
|
Will Gert help him to obtain it? |
|
~~~ If Gert answers ‘Yes’ … OK
|
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~~~ If Gert answers ‘No’ … See what happens!?!?
|
|
Bolton needs an additional $1000. Should he acquire it somehow and give it to
the Vulture? Maybe Gert has a better idea?? |
|
The game branches again here into route-1, and route-2 |
|
~~~ If Gert says that ‘She has (a better idea)!’ you are
starting Route-1
|
|
~~~ If Gert says that ‘She has not
(got a better idea)!’ you are starting Route-2 |
Route-1
|
Gert answers … “Actually I do have a better idea.” |
|
Gert (together with Bolton in this route-1) leaves the First Aid Room |
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Walk to the elevator and enter |
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Go down to deck #3 |
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Enter the Disco |
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(Re)introduce Gert (and Bolton) to Cubert Badbone and Benji Benjamini |
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Gert asks “Cubert I need your help.” … Maybe go “back to the scene of the
crime”?! |
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Exit the Disco |
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Walk back to the elevator and enter |
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Go down to deck #2 |
|
Enter Chez Pierre … “You can’t go in there.” It’s closed due to the previous
disturbance |
|
Walk to the elevator and enter |
|
Go up to deck #3 |
|
Enter the Disco |
|
Talk to Cubert and report back to him |
|
Ask Cubert for help again … “You couldn’t find any personal artifacts?” |
|
Bolton says he took the dart and there’s gold flecked writing on it |
|
Benji interrupts and adds that the Gift Shop was selling a special
limited-edition of gold-flecked pens |
|
Cubert recommends going to the Gift Shop to “find out who purchased this”
gold-flecked pen |
|
The poisoned dart has now been added to your inventory … “It smells strongly of
cigarettes and mint leaves.” |
|
In inventory, examine the poisoned dart and read the blackmail message written
on it (in gold-flecked ink!) |
|
Exit the Disco |
|
Return to the elevator and enter |
|
Go down to the main deck |
|
Enter the Gift Shop |
|
Talk to Chico the shopkeeper |
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Ask Chico … “Do you sell gold-flecked pens here?” |
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Chico replies that he used to sell them, but somebody
bought the last one “just a little while ago” |
|
Gert asks … “Could you please tell me who bought the pen?” … but Chico refuses
to divulge the name of that customer! |
|
Try to find out from Chico’s computer who bought that last gold-flecked pen …
“Now, don’t you be touching my computer, babe.” |
|
Try to get rid of Chico through some shoplifting … pick up a souvenir and exit |
|
However, Gert can’t keep Chico out of the shop long enough to examine his
computer |
|
From inventory, use EITHER dish detergent OR shampoo onto the Gift Shop’s
doorway (If you’ve obtained neither, you will have to read other parts of this
walkthrough to ascertain how to get them)! |
|
Explain your plan to Bolton as to how to neutralize Chico. The plan is as
follows:- … When Chico rushes out after Gert, Bolton is to pour EITHER dish
detergent OR shampoo under his feet to cause him to slip and fall. |
|
Now, pretend to pick up a souvenir and exit … BOOM!! Chico has a slippery
accident and can’t move |
|
In inventory, notice a new item that Gert has actually shoplifted … could it be
a herring I wonder? |
|
Use Chico’s computer … “It says here that the person who bought the pen was
Iggy Iggleston.” … now who could that be? |
|
Gert and Bolton automatically exit the Gift Shop |
|
Enter the next booth to the left … it’s the Arcade |
|
Again talk to the 2 youngsters, Iggy and George, playing video games …
If you haven’t yet won the arcade game ‘Wizard Warble’, you will have to do so
now in order to be able to speak to them! |
|
“Does the name “Vulture” mean anything to you?” |
|
“Isn’t that from some video game?” |
|
“Do you by any chance, own a gold-flecked pen? … Apparently George had one, but
lost it somehow when he went swimming in the ship’s pool |
|
Exit the Arcade |
|
Walk to the elevator and enter |
|
Go up to deck #3 |
|
Walk all the way along to the left and to the pool |
|
Talk to the hot lifeguard … “Hey Mr. Lifeguard” “Have you seen a gold-flecked
pen around here lately?” |
|
Continue questioning the hunky lifeguard … “A kid went through people’s
pockets.” |
|
Return all the way to the right and enter the elevator |
|
Go down to the main deck |
|
Gert and Bolton enter the Kidz room |
|
Talk to the larger kid who’s cutting some paper with safety scissors |
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“Did you steal a gold-flecked pen from the pool?” … Yes, but only because the
receptionist told me to (“she said she’d give me candy”) |
|
Exit the Kidz room |
|
Walk right to the elevator and enter |
|
Walk all the way along to the right to the elevator and enter |
|
Go down to the passenger deck |
|
Walk all the way along to the left to the reception area |
|
Enter the front desk |
|
Gert says … "We're at the front desk, but there's no receptionist. Where oh
where could the receptionist have gone?" |
|
Bolton replies "Your guess is as good as mine." |
|
Examine the paintings … in particular the ‘Beautiful night time scene’ |
|
Use the painting … “I can’t move it.” |
|
Smell the painting. Haha; “It smells like cigarettes and mint leaves.” … “Hey,
that’s the same smell as the Vulture’s dart!” |
|
From inventory, use the Biker’s knife on that painting … it rips open a gaping
hole exposing a hidden corridor |
|
(Automatically) leaving Bolton on guard outside, Gert walks along the corridor
which leads to a room … apparently the Vulture’s hideout |
|
Enter the room and examine the items on the table |
|
In particular, examine the small bottle on the table … “This vial of liquid
must contain the antidote.” |
|
Grab the antidote. “Well, that was easy.” … “Now, all I have to do is go
outside and find Bolton…” |
|
Exit the chamber … you are confronted by the Vulture. |
|
The Vulture demands the 3.14 million dollars, and itching for a fight if it’s
not available! |
|
Just sidestep the villain and exit |
|
It wouldn’t be ‘fair’ to spoil the fun, so just watch the ending of Route-1. |
Have you finished all the other 3 different routes (and endings)?
If not, don’t miss the fun! Try them ALL!
Route-2
|
Return to just before the branch between Route-1
and Route-2 |
|
[[[ Bolton needs an additional $1000. Should he find it somehow and give it to
the Vulture? Maybe Gert has a better idea??
The game branches again here into route-1, and route-2
If Gert answers ‘She has (a better idea)!’ you are starting Route-1
If Gert answers ‘She has not (got a better idea)!’ you are starting Route-2 ]]] |
|
Gert answers … “You’re right. I can’t think of anything better.” |
|
Gert (alone in this route-2) leaves the First Aid Room |
|
Walk to the elevator and enter |
|
Go down to the passenger deck |
|
Walk all the way along to the left to the front desk |
|
Enter the reception area |
|
Examine the receptionist, Ms. Mallory H. Katz … She “looks very familiar…” |
|
Examine the poster on the wall. Read about the talent contest … “See front desk
for details.” |
|
Talk to Ms. Katz, and ask her “What’s all this hubbub about a talent contest?” |
|
Mallory informs Gert “It’ll be in the theatre, and the winner gets 1000
dollars.” |
|
Exit the reception area |
|
Walk all the way along to the right to the elevator and enter |
|
Go up to the main deck |
|
Walk all the way along to the left to the very front of the ship |
|
Examine Geoff Daggers … “Dried-up old British rock star.” |
|
Talk to Geoff … “I need your help.” |
|
After some demurring, Geoff agrees:- he and Gert materialize down below in Geoff’s
room |
|
Before Geoff can teach her how to play the guitar, he has to teach her how to
tune it |
|
He will not use one of those modern “nifty electric tuners”, but an old
fashioned “pitch pipe”! |
|
Solve the puzzle ‘Tune the guitar’ |
|
The instructions for this puzzle are all very clearly described, and the
details fully subtitled on the puzzle itself |
|
If you have trouble, and particularly if you are ‘musically challenged’, quit
the puzzle (press ‘Q’ on your keyboard) and tell Geoff “I’m tone deaf. Can you
help me?” |
|
After this, restart the puzzle and you are given vital essential assistance
which totally eliminates ALL necessity for ANY musical or even acoustic
aptitude (i.e. It can easily be solved by totally deaf folk!) |
|
However, if you still have difficulty in solving it, see “Help-Hints” [2] |
|
When Gert has learnt to tune the guitar, Geoff spends most of the night
teaching her how to play! |
|
Gert thinks that she is ready … but she isn’t! (N.B. Depending upon what you
have or have not done previously, you might have to leave Geoff’s room and
return after performing some task. This presents absolutely no problems!) |
|
Geoff tells her that to accompany her guitar playing, she needs some good
lyrics |
|
From inventory, show Geoff the ‘good lyrics’ i.e. the (terrible) poem you got
from the poetess |
|
He’s satisfied … but he then tells her that she needs bright and colorful
clothes |
|
From inventory, show Geoff the clothes that Gert stole from the change room |
|
Geoff says they are certainly colorful, but that still isn’t enough. He says
that the clothes are a bit bland |
|
In inventory, use the Biker’s knife on the clothes to rip them a bit and make
them look a bit more mod |
|
Finally; Gert’s ready for the talent contest … she automatically exits Geoff’s
room |
|
Walk to the left to the front desk and enter |
|
Gert talks to the receptionist (Ms. Mallory H. Katz). “I’d like to enter the
talent contest, please.” … “I’ll just fill you out one of these entry forms and
you’ll be all set.” |
|
Gert materializes on stage inside the theatre |
|
“Gertie Z.” performs her song, accompanied by her guitar, to ecstatic applause |
|
She finishes up in the control room at the rear of the stage |
|
Inside the control room Gert witnesses the act by the seventeen-piece boy band |
|
Gert is now in the control room at the back of the stage of the theatre … the
seventeen-piece boy band seem to be a bigger hit than Gert |
|
Gert wonders … “How am I supposed to compete with a seventeen-piece boy band?!” |
|
Look at the technical gadgetry. “It’s the controls for the audio-visual
equipment.” … maybe Gert can do something to them? But the operator won’t let
her touch anything! |
|
Talk to ‘techie 1’. “Don’t bug me! I’m busy!” … “My break isn’t till
eight-thirty!” |
|
Examine the clock … “It’s eight o’clock.” |
|
From inventory, use the board (that you took from the Kidz playhouse) on the
clock … “There. Now it’s eight-thirty.” |
|
‘Techie 1’ notices the clock. “What? Eight-thirty already?” … “Looks like it’s
time to go on my break.” |
|
The boy group is still performing excellently! |
|
Gert messes around with the controls …………… |
|
It wouldn’t be ‘fair’ to spoil the fun, so just watch the long and
entertaining (almost) happy ending of Route-2. |
Have you finished all the other 3 different routes (and endings)?
If not, don’t miss the fun! Try them ALL!
ROUTES-3&4
|
Return to just before the branch between Route-1
and Route-2 |
|
[[[SAVE IMMEDIATELY ON ENTERING CHEZ PIERRE!! All 4 paths branch out from here
and unless you want to start all over from the beginning each time, you will
have to return to this Save (or shortly afterwards) for each subsequent gamelet
Sit down at the table next to the Bolton, the Queen, Captain Smith and Shirley
(his henchman) The game branches here into 2 pairs of paths; i.e.
routes-1&2, and routes-3&4 ]]]
|
|
At any time when Captain Smith is talking, notice the 3 texts at the bottom of
the screen. Select ANY of the 3 … it makes no difference which one! |
|
Do not return to the table, but use the ladies’ room.
“There’s a really long lineup in there.” … “It’ll be at least half an hour
until I’ll be able to use the bathroom.” |
|
Use the men’s room instead. “Well… all right.” … “But only because I’m
desperate.” |
|
Gert automatically enters a cubicle in the men’s room |
|
After this there is a long cut scene. It would be a pity to reveal a
considerable portion of the narrative. |
|
It involves Captain Smith and Shirley, a weirdo plot, a frustrated Vulture, the
Maitre D’, a big bad ‘Mr. Woolf’ (not wolf), Gert, and Bolton. |
|
Finally Gert finishes up hidden under a table inside Captain Smith’s quarters …
The Captain and Shirley (his side kick) are present and are still conversing |
|
Captain Smith dons his spectacles, looks at his brilliant plans, and then
forgetfully leaves his specs on the table |
|
Gert rocks the table and the Captain’s glasses jump a bit |
|
Rock the table 2 more times … the spectacles jump again, and then fall to the
ground |
|
Gert picks up the specs without being seen … The absent minded Captain assumes
that he must have left them somewhere, and exits to search for them (together
with Shirley) |
|
Gert is now alone in the Captain’s quarters and has 2 different possibilities
to thwart the Captain’s zany plot! |
|
The game branches again here into route-3, and route-4
~~~ If Gert examines the navigational system you are starting Route-3
~~~ If Gert picks up the Captain’s evil plans you are
starting Route-4 |
Route-3
|
Gert examines the navigational system |
|
She is now alone and outside the Captain’s quarters |
|
Walk to the elevator and enter |
|
Go down to the main deck |
|
Enter the arcade |
|
Talk to Iggy and George … “Can you navigate cruise ships?” |
|
“We are adept at many things.” … “However navigation at sea is not one of
them.” |
|
Exit the arcade |
|
Walk to the elevator and enter |
|
Go up to deck #3 |
|
Enter the Spit Valve |
|
Talk to the Circle Worshippers’ … “What’s that you’re reading?” |
|
“This is the Circle Worshippers’ Bible.” … “Three signs will signal the coming
of the Messiah:- First, a loud trumpet blast; then, the seas, oceans, and
rivers will drain out completely; and then the Messiah will come bearing a
sacred dessert.” |
|
Gert asks them … “Do you know how to navigate cruise ships?” |
|
“We know how to do anything as long as it involves the Circle.” … but “We only
take orders from the Circle Worshippers’ Bible” … “And the Messiah, of course,
when he comes.” |
|
Exit the Spit Valve |
|
Look at and talk to the nervous trumpeter … he’s too scared to re-enter the
Spit Valve and play! |
|
Use the motivational book on the trumpeter … he enters the Spit Valve and plays
his trumpet. |
|
The Circle Worshippers’ react immediately … “That was just the first sign of
the Messiah!” |
|
Enter the Spit Valve again |
|
From inventory use the vacuum cleaner on the fountain to suck up the water |
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The Circle Worshippers’ are astonished. “The second sign of the Messiah!” …
“The water is drying out!” |
|
From inventory, hand the pie (dessert) to the Circle Worshippers’ … “I have
come bearing dessert.” |
|
Gert (the “Messiah” … a woman??) now asks the Circle Worshippers’ again “I need
you to help me navigate the ship.” |
|
Watch the ensuing cut scene. It finishes with the Circle Worshippers’ enabling
themselves and Gert to enter the Captain’s quarters and start to work on the
navigational system. |
|
There is however, one problem. The computer is password protected. |
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Gert agrees to solve a puzzle to decipher the password. |
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You need to insert the 3 correct colors, in the correct order, out of the 5
colors available. For every correct color in its correct position, one
horizontal bar is displayed. When all 3 bars are displayed, you have solved the
‘password puzzle’. |
|
This is an easy puzzle, but if you have difficulty in solving it, see “Help-Hints”
[3] |
|
Then sit back and see the conclusion. |
|
It wouldn’t be ‘fair’ to spoil the fun, so just watch the ending of Route-3. |
Have you finished all the other 3 different routes (and endings)?
If not, don’t miss the fun! Try them ALL!
Route-4
|
Gert picks up the Captain’s evil plans … “Now, maybe if I show these to enough
people, I won’t be thought of as crazy any more.” |
|
She is now alone and outside the Captain’s quarters |
|
Walk to the elevator and enter |
|
Go down to deck #2 |
|
Walk left to the entrance of the theatre … “Hmm, There seems to be some sort of
talent show going on in there.” |
|
Gert ruminates:- “I guess I could run in there and show everyone the plans.” …
“They wouldn’t be able to see them from so far away, though.” … “If I only had
some way of magnifying them…” |
|
Walk to the left to the theatre’s backstage |
|
Knock on (i.e. ‘Use’) the backstage door … “Yeah? whaddaya want?” |
|
Gert asks:- “Can I get through this door?” … “Nope. Sorry.” |
|
Gert pleads:- “I really need to get backstage!” |
|
“Hmm… Well, actually, we techies are getting kind of hungry back here.” … “Tell
you what: you bring us something good to eat, and I’ll “accidentally” leave
this door unlocked for you.” |
|
Gert asks:- “What kind of food do you have in mind?” |
|
“Something that tastes good” … “Oh, and some sort of dessert to go with it
would be nice too.” |
|
From inventory, give the techie the cruise ship’s food that Gert received
earlier from ‘room service’ … “Ugh! That looks really disgusting.” … “We may be
hungry, but we’re not *that* hungry.” |
|
In inventory, use the professor’s Chef-O-Matic on the disgusting food. This
device turns the disgusting into delicious food |
|
From inventory, use the delicious food on the backstage door and give it to the
techie … “Wow! That sure looks delicious.” … “Now, could you do us a favor and
get us some dessert, too?” |
|
From inventory use the pie (that Gert stole earlier from the kitchen oven) with
the backstage door’s techie … “Okay, you can come in now.” |
|
The scene switches to the theatre’s stage, and “Our final act in the talent
contest consists of the world’s only seventeen-piece boy band” |
|
Gert is now behind the stage, in the control room |
|
Look at the camera … “I think this camera is hooked up to the theatre’s
projector.” |
|
Use the camera … “Don’t touch the camera!” |
|
Talk to ‘techie 1’. “Don’t bug me! I’m busy!” … “My break isn’t till
eight-thirty!” |
|
Examine the clock … “It’s eight o’clock.” |
|
From inventory, use the board (that you took from the Kidz playhouse) on the
clock … “There. Now it’s eight-thirty.” |
|
‘Techie 1’ notices the clock. “What? Eight-thirty already?” … “Looks like it’s
time to go on my break.” |
|
From inventory, Gert places the Captain’s evil plans onto the camera so that
the whole theatre audience can see them … pandemonium!! |
|
It wouldn’t be ‘fair’ to spoil the fun, so watch the following scenes, and
particularly the hilarious “Software Pirates”. |
|
Eventually, the 3 Software Pirates and Gert finish up in the Ship’s Disco … “If
yeh can outdance ol’ Scruffington here, we will help save yer ship ……………” |
|
Start the “Dance Contest” … all the instructions are included onscreen at the
beginning of the contest/puzzle |
|
This is NOT a particularly easy puzzle, and if you have difficulty in solving
it, see “Help-Hints” [4] |
|
So, beat the puzzle … i.e.:- win the “Dance Contest” |
|
It wouldn’t be ‘fair’ to spoil the fun, so just watch the ending of Route-4. |
Have you finished all the other 3 different routes (and endings)?
If not, don’t miss the fun! Try them ALL!
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Help-Hints
[1] ‘ARCADE VIDEO GAME’ PUZZLE |
|
The key to this puzzle (which is not a rapid-action one) is to click on each
appropriate lettered keyboard key every one of the 10 ‘rounds’, in order that
the color of each spell at every ‘round’ is the same as the color of the evil
monster that you are trying to destroy. |
|
If you are having trouble with this despite the inbuilt game hints, the
following should make it very easy! |
|
Cut 4 small pieces of paper (masking tape or the like is better) and mark them
"BRown"; "White"; "Red"; and
"BLue", and temporarily stick them to your KB keys 'Z'; 'X';
'C'; and 'V'. |
|
If you prefer, simply take one strip of paper (or tape) and mark it boldly "BRown"
"White" "Red" "Blue … and
temporarily stick it below your monitor screen and above your keyboard to
remind you of the placement of the keys you must press according to the
relevant colors. |
|
Each time, the different random color of the evil monster determines which of
the keys you have to press. Before long, and probably first time, you will win! |
[2] ‘TUNE THE GUITAR’ PUZZLE |
|
The object of this puzzle is to tune each of the 6 guitar strings so that they
have the identical musical pitch to the appropriate one of the 6 notes from the
pitch pipes. |
|
If the excellent inbuilt descriptions and guides in the game itself (and this
walkthrough) are not sufficient, the following should clarify the puzzle. |
|
On the right side is a large circle containing the 6 guitar strings. If you
highlight each from top to bottom you obtain the descriptions :- |
|
“Play high e string”; “Play b string”; “Play g string”; “Play
d string”; “Play a string”; “Play low e string”. |
|
By plucking (clicking on) each of these strings you obtain from each one a
musical note of a certain pitch |
|
You have to tighten or loosen the guitar strings so that they descend in scale
from top to bottom … but exactly in accordance with the pitch pipe |
|
The pitch pipe is seen clearly below the 2 large circles |
|
It constitutes the 6 reference musical notes … From right (small) to left
(large) if you blow into (i.e. click on) each pipe you obtain the
descriptions:- |
|
“Play high e”; “Play b”; “Play g”; “Play d”; “Play a”; “Play low e”. |
|
In order to tune each of the 6 guitar strings, so that the pitch of each is
identical to that of its equivalent pitch pipe, you have to tighten or loosen
each of the strings using the 6 tuning pegs in the left large circle |
|
By looking at the graphic, it is very easy to discern which peg controls each
string! In case however that’s not clear enough, each of the pegs is
highlighted clearly by moving the cursor onto each one. |
|
From the top right peg anti-clockwise through to the bottom right peg,
they are high e pipe thro’ low e pipe |
|
To tighten (and hence raise the musical pitch) of each string, click on the right
side of each peg: To loosen (and hence lower the musical pitch) of each string,
click on the left side of each peg; |
|
{{ There is a limit in each direction “I can’t tighten it any more than that.”
&/or “I can’t loosen it any more than that.” }} |
[3] ‘PASSWORD’ PUZZLE |
|
Press your KB key 'Z' (Red) 3 times and see if you obtain 0, 1, 2, or 3
horizontal bars. |
|
Do the same for 'X' (Green); 'C' (Blue); 'Y' (Yellow); and 'V' (Pink). |
|
Generally you will get one horizontal bar each for 3 different colors (if you
get more than 1, the following is even easier). Just as an example suppose
these are 'Z', 'C', and 'B'. |
|
After this it is only a simple short trial and error … there are only 6
possibilities, i.e. :- |
|
'Z', 'C', 'B'; Z', 'B',
'C'; C', 'Z',
'B'; C', 'B', 'Z';
B', 'Z', 'C'; B', 'C', 'Z'. |
[4] ‘DANCE CONTEST’ PUZZLE |
|
This puzzle may be difficult for some (it was for one or two beta-testers) due
to the fact that the actions of the Software Pirate Scruffington are quite fast
and you have to remember his 4, 5, 6, and finally 7 movements. |
|
Your actions following can be done as slowly as you like … it is only the
memorizing of HIS fairly rapid consecutive actions that may cause difficulties! |
|
There are only 4 different movements which you operate by the 4 keyboard
control arrows:- ‘U’p; ‘D’own; ‘R’ight; and ‘L’eft. |
|
Suggestions :- |
|
[A] Place a piece of paper in front of your keyboard. Get EVERYTHING ready
including a pencil hovering over the paper before you begin. |
|
DO NOT LOOK AT THE PAPER WHILST SCRUFFINGTON IS ‘DANCING’… only your monitor. |
|
As he makes his moves (He only has 4 ‘types’) write them down without looking
down. This may produce a rather scribbled uneven line of letters ('U', 'D',
'R'; “L”) … but it should be enough to decipher for your turn! |
|
[B] The first round is easy since there are only 4 movements, but it becomes
more tricky as you get to 5, 6, and 7 movements. |
|
BEFORE each of these cases, wait before entering the LAST arrow-press of
the previous group. Make sure that you get EVERYTHING
ready including a pencil hovering over your paper before
you enter that LAST arrow-press which starts Scruffington on his next round! |
|