THE ARTHUR YAHTZEE TRILOGY WALKTHROUGH: By Chyld All games mentioned created by Ben "Yahtzee" Croshaw Currently residing at www.fullyramblomatic.com Walkthrough as completed by Andrew "Chyld" Jennings Currently residing at www.less-is-more.blogspot.com FRIDAY: DEATH TO ARTHUR YAHTZEE PASSWORD: n/a You start as Arthur, locked in a prison cell. Technically, you don't ever play as anyone else, so the last sentence was a bit pointless. At any rate, you're in a cell. Pick up the mug, and use it on the bars. You'll get a punch in the face for your troubles, and wake up about to be decapitated. Talk to the executioner mutant, who'll be distracted, and then make a run for it (operate Arthur). So now you've got to get away, and there's a ruddy mutant in the way. You have the robes, but not the fizzgog to pretend you're a mutant. Duck into the cupboard, and liberate the fruit from the box. Stuff the melon into the hood, add the bananas, and then the cherries. Then get out of the cupboard, put the Vitamin C-rich disguise on, and then hightail it out of the mutant headquarters. To freedom? Hell no... PASSWORD: CHOP SUEY So, you've run away. But now the mutants are after you! Time to flee. But lo! If you hop into the train station now, you'll be turned over to the Mutant Police right away! You need to do something about all the posters... Follow the arrows to the fire extinguisher. These babies are perfect at covering up pictures of guys in red caps, for some reason. Make use of this - spray over every sign you can find. Then go into the station, and talk to the man behind the desk. Hurrah! You've now got a ride to Washington. A bit odd, considering that I assumed this game was set in lovely England. Ah well... PASSWORD: LUBRICANT Twenty minutes until the mutants board the train? You really, REALLY need to get off. Jumping off a moving train? Not a good plan. For now. Start following the arrows to the front of the train, picking up on the way: a plank from the crate you were in, the butter, the bap, and the small purple piece of gum by the toilets. Talk to the man at the front of the train. He's a nice chap, only after a sandwich in exchange for the key to the back door of the train. I thought you said jumping off the train was silly? Bear with me... Go back the other way until you get to the room with two tables and a headless pirate manequin. Use the butter on the pirates hook. You now have a hook. Jolly good! Now stick the gum onto the end of the plank, and use it on the handbag. You have spiffy white gloves! Not white for long... Go to the toilet. and stick the gloves (with your hands) down the toilet, and you'll find a rat. Evidently, Yahtzee doesn't like the man at the front of the train, because now you have to go back to the room with the butter and the bap and... use the rat on the blender. Mix up the bap and the rat steak, and you get a sandwich. One that probably tastes of pee big-time, but a sandwich. Give it to the man, and you'll get a key. Go back to where you started, and use the key on the door. Stick the hook on your hat, and jump! (operate yourself). By curious luck, you get hooked onto a random post thing. Well, that wasn't SO daft... PASSWORD: STRESSED Welcome to Hicksville. No time to enjoy the... view, you need to load up the car with fuel, and get out of town! Go out of the bar, go to the top left arrow (the barn), and get the hose. Go back, and use the hose on the fuel drum. Oh for silly buggers, a bit of the cars broken! Go to the shop (left pointing arrow), and claim the sponge off of the shopkeep by talking to him. Use the sponge on the oil drum, then use it on your shot of whisky. The poor whisky! Go to the top right arrow (the cafe), and give the poor man a shot. He needs it. Or not, as he runs off to chuck it up. Swipe the man's money, and take the fork while you're here. Return to the shop, and give the man some money. You now have a handy rope! Use the rope with the fork, and you get a grappling hook. Go back to the barn with the hose in it, and use the grappling hook on the beam. Get your skinny backside up that rope by using it, and grab the spanner. Go back to the cafe, and follow the arrow into the back. Attack the pipe with the spanner, and you'll have... a pipe! Finally, go to the bar, and hand over a wodge of money to the barkeep for a large bottle of whisky. Stick the pipe in the car, then add the whisky. All good stuff. Now you're a-driving. Or so you think... PASSWORD: INFIDEL I loathe this bit. There's no skill in it, it took me a good hour to get through it by myself. You need to hole two wheels in your car, and not die. This is the sequence of positions I used to get through (in the end) Up-Down-Middle-Middle-Down-Middle Trian and error is the normal procedure. Writing down previously sucsessful sequences does help LOADS. Long as you're not cheating. With that, Arthur crashes. Great. PASSWORD: SNIFFER Now then, you're stuck in a Mutant Mental Asylym. Jolly good show. Now get out. Oh yeah! You're kinda tied up. Use yourself, anyway.You'll get a handy list of actions you can try, used in the same way as items. Gnaw your way through the straps, read the book using your feet (!), kick yourself (or use mega yoga powers, whatever), the listen for danger at the door. Once you've done this, kick down the door. It seems that your death will be the catalyst for an invasion of Washington. So naturally, you're going to fake your death, then run off and tell the President. I'll say nothing... Go through the first set of brown doors, then the set on the left Grab the ketchup and the spoon, then leave the canteen. Go through the other brown door, and then through the top left black door. Grab the screwdriver and the blowtorch, and return to the corridor. Go back to where you started off (one black door) and go through it. You can talk to the madman, if you REALLY want to, but your priority is using the blowtorch on the dodgy looking bar. Take your bar to the blowtorch room, and use it on the lathe. Go through the other black door, and use the bar on the washing machine. Use the screwdriver on the cupboard door, and knab the string. Go to the corridor with the black door andthe grey door. Go through the black door, and steal the keys with the bar. Use these keys on the grey door, and go through. Take the bedsheets, and use the spoon on the dark grey floor. Down the tunnel, collect the needle. Now to prepare your master plan! Stick the thread through the needle. Use this on the bedsheet, then use this on the shirt. Stick the door and the ketchup on the shirt. Now go back to the guard, and use the bloody shirt on yourself. You'll get shot, appeat to bleed, but amazingly survive! Now to find the President... PASSWORD: UNTOWARD ...well, if you can get out of this damned dark truck. You can't see anything, so it doesnt help. Instead, grab the dark shape in the bottem right corner. Its a box of matches! Use these on the dark shape to the bottem left, which happens to be a lantern. Now that you can see, operate the box, then operate the jack. Somehow, you're off the truck. Now to get walking, to find the President... PASSWORD: CLIMAX ...and you find him! For some reason, he gives you control of the army. As the President often does. The humans fight the mutants, but it all appears to be a stalemate, until the High Mutant approaches you for a swordfight. You're no good at swordfighting, so don't try. Just talk to the High Mutant. Talking and fighting at the same time are not mutant specialities, so you distract him enough for a good stab. You appear to have won. Hurrah! Now just talk to the brown bit of land apparently called "War". Then you're done. That was easy... SATURDAY: ARTHUR'S ODDYSSY Part One PASSWORD: n/a We rejoin Arthur as he materialises in a dumpster, at some point in the future, outside a supermarket, in the future, next to himself. You need to find a falso beard, some different clothes, and some glasses. Piece of cake. Go into the soupermarket, and get into the elevator. Hop off to the optical care shop, and swipe the free magnifying glass. Return to the foyer, and use the magnifying glass on the woman looking for her contact lenses. You'll get her contact lenses for your trouble. Hop off to the joke shop, and dunk the lenses in the blue paint. While you're here, pop into the shop itself, and give the man some of your hard-earned money. There we are, a beard. Go back to optical care, and stick the blue lenses into the machine. Then sit down on the chair. Bingo, some glasses. Go back to the foyer, and go to the toilet. Climb out of the window. Start talking into the drainpipe, and you'll distract the dodgy-looking man. Thieve the credit card from his pocket. Now go to the woman's clothes shop. Go in, and you'll meet... your sister. Who'll chase you out. Notice anything useful in that shop? On your way out, stick the rest of your money into the change machine. Now go back outside, and hop into the phone box. Stick in some money, and dial the number you found in Martha's shop? You didn't write it down? Lazy idiot! Good thing I noted that it's 512384. Once you've done that, return to where the dodgy man was, and swipe a dress by cutting open the box with your credit card. That's everything. Go back to see the dumpster-Yahtzee, and give him stuff. He'll tell you... that you're about to vanish. Thank you, Arthur... PASSWORD: EGGFOOYUNG Casually, you travel back in time, into the oceans of the Sixteenth Centuary. You get taken on-baord by a pirate ship, who get you to try shooting a Spanish ship with a cannon. No real tactics here, apart from positioning your cannon 2/3rds of the way along from the left, and firing when the ship starts to move to the right. Soon as you've done that, you'll teleport the ship forward a couple of hundred years, and underwater... Search the timbers and the rocks with the Operate command, to find a pointy stone and a hosepipe. Knock a hole in the boat with the stone, then stick the hose over the bubbles. Hurrah! You can breathe! Now pick up the bent plank from the wreckage, and use it to lever open the airlock. You're now in a Nazi sub. Technically, you can go straight to the next section by going straight right, and typing in the password into the computer terminal. But that sucks, right? Cheating? Just take the rag from in there, then go back and open the left-hand locker, to find a handy knife. Go down the ladder, then up the next ladder. Grab the mug in the mysterious pool of water by using the knife, then go back down again. Put the mug down next to the nitrogen tanks, then knife a hole into a tank. Wrap the chilly mug with the rag, and pour the contents over the chest. You've now got a piece of paper. Saying "EVA". I wonder what the password for the computer is? Once you've turned on the computer, it'll suck you in. Great, trapped in Nazi-pattern Windows 95... PASSWORD: SCHINDLERSLIST Run into the Applications folder, and claim the paintbrush and the text editor. Then go to the Documents folder, and open the South Park script with the text editor. Liberate the chain of dots, and return with it to the Applications folder, where it can be tied around the word "Help" to help you reach the toolbar. POke the hammer with the paintbrush, and you'll free it. Go to the Windows folder, and knacker the cogs with the hammer. Ah, bliss. Once youve escaped the robot. Again. Part Two PASSWORD: MODULE12 So now you're stuck in the alternate reality. Jolly good. First of all, have another mini game. There is NO strategty to this, just move the crosshair a bit, and click like mad when he's under it. Once you've crashed, follow the arrow. Pick up the odd box, and follow the middle arrow, collecting the jagged glass. Go left, then down, then cut the paracute free with the glass. Go back to the plane wreck, and go right. Collect the rocks you find there. Go north, tie the parachute between the two rocks, and fire your stones at Module 12. Go middle, down, and up, and collect the disc you find. Return to the plane crash, then go up-left, and use the disc in the handy computer you find. Head in the direction of Module 12, and talk to him. Bang. Take the disc back to the computer, and use it. Seems all you need to do is freeze yourself for 1000 years... Go back to the plane, and go up-right. Oh for silly luck, a cryogenic chamber! Just needs some nitrogen. Take the pickaxe, and go to the rock with the girder embedded in it. Hack away, and stick a girder in your trousers. Wahey! Now go find the lava pool just below where Module 12 was, and use your amazingly large phiallic girder to collect the random bucket. Head down, and tank up your bucket with nitrogen. Return to the cryogenic chamber, load it up from your bucket, and *ahem* chill for a bit... PASSWORD: UNTOUCHAbLE There's nothing else to do. Go to the lake, and talk to the blind man. You need help, so ask for it. Leave the man to his devices, and go to the library. Threaten the lady with the pickaxe, so that you can see the records. Check the bottem right corner drawer, and the second folder from the top. Bingo. Off to the lab with you, sonny jim. PASSWORD: BREADCRUMB So, you need to plug the machine into the mains? USe your random box! Oh for silly luck, it works! Now your real job begins. You need ice from the hotel, the rubber band from the museum, and two metal rods. Go to the hotel, taking the rope outside as you go. Go inside, and take the fire bucket. Hop upstairs, into the funny room, and liberate the crowbar. Whack the ice machine with the pick-axe, and fill the bucket with ice. Then go to the museum. Shimmy up the pole, and pick up the bowling ball. Thunk. Lever up the floor with the crowbar, and bungee down the hole with the rope. Flick the rubber band out of the window, and follow it to the park. While you're here, you can swap the man's metal stick with your handy broom. Quickly pop off to the lab to hand over your rubber band and ice before you carry on. Return to the museum, put the metal bar by the drain pipe, the climb up the pipe and drop the bowling ball out of the window. Crack. Collect the rods, then stop by the professors lab to give him the bars, and watch as he gets shot by terrorists. Like anyone else with common sense, you hit the first button you see, and teleport off... Part Three PASSWORD: DEADSPACE Now you're lost in dead sace. Idiot boy! Whack the 10 million BC button, to go back in time. And now you're stuck. Go left, then down, then pick up the ore. Go south from here, and grab the flat rock. Go north, until you find the tree with the band around it. Attack the band with the glass shard, and scoop it up with your new flat rock. Go south, and smear this goo all over the tree. Climb the tree, and thieve a banana thing. Go east, then north, and wash the ore in the river. Gold! Gold! While you're here, whack the box open with your handy flat rock, and get another CD for your trouble. Go back to where you found the gold, and go east. Give the monkey the banana! Then go right, and whack the disc into the big black thing. Run back to your time machine, stick the gold into the hole, and fly away! PASSWORD: OLDEWORLDE Go now to AD 1421. Now you need to change your clobber. Swipe a fence post, and use it to grab the clothes a-sunning on the roof. Once you've changed, stick your clothes in the time machine, then run off right, right, and behind the tower. Talk to the hiedious old man, and play his annoying sub-game. While it isn't impossible by any streach, you have to do it all in one go. Here are the pairs, to save your ass doing it... WZVDX ADZWO OXVA Once you've cracked it, go left twice, and take the arrow in the middle. Order a pint from the barkeep, and talk to him. You'll learn the password to get into the castle. Go up to the castle, and talk to the window. GOLD! But you don't get long enough to take any of it... PASSWORD: BLUNDERBUSS Now you're in prison. If you don't know what you're doing, this first bits almost as annoying as the car chase from Friday... Scrape up some chalk dust with your flat stone, and blow it onto the guard. Take his musket, then empty it onto the floor by Arthur's feet. Then bang the pile of gunpowder with your flagon. Bang, as they say. Once you're dressed, set off in search of your wires, book, and gold. Go right, and filch the modded Bible from the altar, along with the red cushion. Go left and left, and give the Bible to the sad looking man. Once he's scarpered, soak the cushion with the pump. Go up the stairs, and cosh the guard with the cushion, run up the stairs, and nick some gold. Throw the cushion out of the window, and follow it. Climb out of the dung, and go back into the corridor. Use the key on the double doors. Search the bookcases for your manual. I'm not sure there is a mehtod for this bit, just keep searching. Go down the hole where the bookcase used to be, and cut off the wires with the ever-handy glass shard. Return to your pod, and get a-fixing the wires. They go in this order: Red Blue Yellow Purple Green Whack the gold into the machine, and hop back in. PASSWORD: TITANIC For some reason, you've stopped off in the future. God knows why, since your time pod gets nicked. Hop to it, and go find a ship and crew! Go left, and pawn off your random engagement ring, in exchange for some nodding ducks and some string. Good trade! Go right, and pick up some bingo cards and matchbooks. Go left, and unplug the console. you've got yourself your first crew member. Go back to the centeral hub, and go south. Go through the door, and grab the saw. Chop up your bingo card with the guillotine, and make them gluey with the glue. Go back to the bar, and talk to the robot about roulette. When you get the chance, stick your 32s to the wheel, then start a-betting. You've got a ship. Once again, to the centeral buh with you. Go north, and set your ducks to work in place of Davina. Finally, go south from the hub again. Knock the Tipp-ex into the bin, and set it on fire. Operate the computer, and go through the door. Use the ropes on the poor man, then tie the ropes to the cabinet, and saw around it. Last crewman found. Centeral hub, north. Three parts of four done... Part Four PASSWORD: REVOLUTION Your engineers unconscious! Follow the arrow, grab the broom, and go right. Poke Clive with the broom, then move him to the medical room. Grab the mug on your way out. Fill the mug from the water dispenser, and add salt. Go north, and add flowers to your obnoxious brew. Get back to Clive, and violate him with your smelly mug. Once Clives back to work, talk to him, then hop out the airlock, and grab the stuffed beaver. Absurd? I thought so. Get back inside, and get back onto the bridge. PASSWORD: SHAMEFUL Right, now you need to pay for some big guns. Go right, and hand over your free drink coupon for some wine. Go left and left, and spill it all over the dress. Steal the tape player, and run away. Go to the Bigg shop, take a tape, and talk to the big guy. Go back to the bar, and put your tape in the machine. Talk to Hairy, and you'll thieve a tapeful of power chords. Poke the now-evident speakers with a broom, and get him to do it again. Only this time, you can't hear him! Take the guitar. Stick the tape player in the bin, follow that with the tape, Go into the Bigg shop again, and show the man your new guitar. Bingo, money. Now fly away! PASSWORD: INVADERS Strategy: shoot the asteroids as soon as you see them in your sights. For the later ones, that means: first shot immediatly after the text box vanishes. Once you've finished your click-fest, your crew will be abducted! Follow the yellow cable, then pour your smelly liquid out into space. Or onto space, as the case may be. Pick up the manky stain to deactivate the other ships elaborate cloaking device, and board it. Now you need to sneak over and get the teleport controls. Use your handy cloaking device on the star chart to achieve said sneaking, then use the teleporter on your crew. You'll then collapse through the floor, into one of the more nightmarish sections of the game. Directly to the right of Arthur's eyes is a switch. Use it to set off the self destruct switch on the ship. Use the lighter on the huge thing to uncover explosives. Then srabble around with clicking until you find a button to press. Try North-East-East of Yahtzee's eyes, but it is more luck than judgment. After you do that, the other ship will explode, and you will crash-land on the island. PASSWORD: CULTIVATE Time to get back to work, and since you're the poor sod in the sea, you've got to make a raft. Pick up the planks, and pull out the barrels underneath the crew. Plonk the planks onto the drums, and then use the guitar strings to tie them down. You've got a raft! Talk to Clive, and find out about his cunning plan. Then look at the blueprints for his design. So you need a spit-like stand, a cuboid, a wire and a battery then? Give Clive the battery from the teleporter thing immediatly! Then hop onto the raft, and go to the ship. Pick up the tin of meat, and collect some of the oil in the mug. Go sailing again, and go to the jungly island. Grab the knife, and head further in. Put the tin of meat down by the lioness, and open it with the beaver. Frisk the body, and take the key, which you use to open the padlocked bag. There you go, a cuboid! Sail back to the ship, and chop out the errant wire with the knife. There's a wire. Just need a stand. Go back to the desert island, and pour oil over the old fire. Set it on fire with the lighter, and fan it with the black cloth to scare away the native. Go to the one island you haven't explored yet, and go to the shop. Give the man your guitar, and you'll get a spit that looks like what Clive was after. Score! Now go back to the lazy git and give him the stuff. He'll make your machine and get you onto a ship. Where you'll meet the old captain of the ship you crashed... PASSWORD: THEENDISNEAR Stamp on the duck until it pops. Clive will come and set you free. You need to blow up the engine, or something like that. Take the squeaker from the duck. Go through the door, then the blck door, and get the teddy. Put the teddy down in front of the dog, and put the squeaker. One distracted dog. Grab the shrink ray and the fuse wire, and return to your former prison. Shrink the TNT, and take it to the engine. Tie the fusewire to the explosives, and light them. Bang. You've just about made it. Only another five applications left to run... YESTERDAY: THE D-GATE PASSWORD: n/a The game picks up from where the last game leaves off, with Arthur meeting a man in dodgy red robes, who taunts him for a bit and then runs off. Grab the flaming torch, then try and heft it at the machinery. No such luck. Poke the two buttons with your pointy cone, and press the R button to turn you, then the D button to drop the prongs and free you. Falling out of the window, you land... on the edge of the Universe. Talk to the man you eventually meet about everything, then go away to save the Multiverse. Grab the dirty linen, and tie it to the torch twice - once to make it into a rope, twice to actually tie it. Go through the doors, then tie your rope to the hook and swing away. PASSWORD: ARCHITECT Follow the arrow, poke your head through the hole, and thieve the rubber sheet from under the tent. Go to the obeservatory, go behind it, and streach the rubber sheet over the table. HAve a bounce, and you'll get a cactus for your trouble. Now ring the observatory doorbell with the cactus and sneak in. Angle the dial to the right, and set both levers down, and you should be able to see the Artifact. You'll follow it, and find it embedded in a wall. Bugger. Go into the building, and grab the book of matches. Go right, and take the camera. Go left a bit, and enter the photo shop. Grab a roll of film, and set the rest on fire. Before you flee, load the film into the camera, and raid the till for money. Go and photograph the building, and buy a tyre iron from the tool man. USe your new tyre iron to lever open the cupboard in the decrepit building, and then use it to relieve the car in the scrapyard of its tyres. Go to the council planning office, put the tyres on the box, and climb in via the window. Stick the cactus on the mans chair when he plays with the executive toy, and draw on the A4 pad with the pencil. Use your piece of paper to open the safe, and put your pictures in. Go to the building, and it'll be flattened. PASSWORD: PLUMBER Now you need to go a-hunting in the sewers. The directions given are relative to Arthur, so go left, right, up, right, down, down, and right. That was easy. Part 2 PASSWORD: LUMBERJACK You sir, have been captured. Shift yourself left and right by using the tree, and you'll cut yourself free. Grab the syringe, and pump it into Cathode. You're done again! Nice and short, tis what we like... PASSWORD: WIZARD You've somehow found a native tribe, and you need to steal their segment via mind-reading. Not so hard with a magic potion. Start by throwing your money onto the fire and lighting it. Metaphors aside, you'll have a fire. Throw in the pencil right away, then take the goodies and start going left. Use the well, and take the bucket as you go. Once you reach the pond, poke the bag and fill the jug and bucket with water. Go on and talk to the drunk man, then take his keys. Look in the window, and grab the bag of seeds with your stick. Keep going left, and give them to the gardener. Grab some leaves and the fruit from the tree. Go left, and throw everything you can into the pot. Go to the locked hut, and take the bottle and juicer. Juice the fruit, and pour it into the pot. Stir the mixture, and fill your bottle with it. There. Now you're in, you need to unplug the security system, and steal the rock. Then you start tripping out on the psychic essense... PASSWORD: PILGRIM Go into Arthur's body, and grab the item by his stomach. Then go to the mind. Go north, and grab the goo. Go right, throw your oddities into the sea, and sail off on the duck. Grab the random nuclear generator and bike pump, and return to the body. Use the goo to pull the stick out of the lungs, and use the bike pump on the heart. Go back to the hat tree, and yoink a hat with a stick. Use this cunning device to grab the atoms down south of the smily face, and some water from the sea. Plug the nuclear generator into the brain, and pump in your hat-caught oddities. Sorted. PASSWORD: HANGMAN Cut yourself free with the pointy stick, and tie the rope to the boulder. Then knock the boulder into the abyss. The next bit with the climb is a nightmare to do first time. Go foothold, left hand, pocket, feet, outcrop, foothold, handhold, head, clifftop. Under normal circumstances, that bit would take you as long as a normal section of game, but since you've cheated, its nice and short. Happy? Part Three PASSWORD: SWEEPER Once you're in the classroom, soak the paper in ink, load it onto your ruler, and fire at the fishtank. Then go to the leftmost door, and grab the axe and bucket. In the right door, give the man the axe, and he'll hack open a frog. Go right, and open the right door. He'll chuck you out. Go outside, and throw the bottle into the smoking pipe. Close the window to kill the teacher, then open it again so you can go in. While you're here, put the bucket by the car's fuel inlet, and fill it with the frog guts. Smear this mixture on the curtains. Go back to the right-hand office, and frisk the dead teacher for a nicotine patch. Give this to the teacher smoking in the toilets, and you'll get his lighter. Set the curtains on fire. PASSWORD: CARDSHARK Talk to the tramp, and then try going into the bar. No joy. Talk to the tramp again, and go to the 'technology museum'. Climb onto the crate, climb onto the window, and grab the dodgy sign. Go in, and look at all the memos. Go to floor 18, and open the safe. The password is VIXIL, but it's a number safe! Whatever shall you do? Learn Roman numerals, idiot. Once you've typed 6,11,50 into the safe and got the contents out, run up to floor 45. Go in the not-locked door. Set the crystals to Green Red Blue Yellow, and you'll become the right age again. Jolly good. PASSWORD: PROSTITUTE Talk to the one-eyed bloke in the bar, and it'll turn out to be Clive, your old engineer. Beat him in a gameof blackjack to get him to spill. It is reltivly luck alone, so keep trying. Once you've done it, a dodgy man will appear, and you'll get a load of money. Buy lots of drinks and give them to the man, who'll pass out. Go into the Employees only cupboard, and liberate some plungers, some glue and some dog collars. Go into the lift shaft, and climb the cable. Smear glue on all of your new pocessions, and stick them together. Jam the plungers onto the roof, cimb into them, open the hatch and climb in. Go to the hooker's door, and offer your services to her. Once you've done this, she'll help you into the security room. Go to View Archives, and look at the time between 10:30 and 15:00. He's running off to the sewers! So naturally, you follow him. PASSWORD: RATCATCHER You've become a mouse. Groovy. This radically affects the controls. You can only carry one item at a time, and you can either paw or gnaw things. Nibble the useable bar twice, then push it in. Push the blu-tak into a ball, put your bar onto it, the grab a rubber and throw that onto the device. Grab a nail, and stick it into the crack. Hammer it in with a rubber. Get back on top of the cage, grab some paperclips, and wrap these around your nail. Tie a rubber band to the clips, and launch this at the lever (by using it with paws), the clamber along it. Now to find the old git... Part Four PASSWORD: OVERLORD You quite literally creash land in Cathodes turf, and need to get down the mountain. First, you need to liberate your book from the cable car. Go to the lake, and rummage through the bins to find... a golden stethoscope. Give this artifact to the bimbo in the hotel, and take the key to room number 7 while she's away. Go down into the room, and rumamge through the coat. Take the slippers too. Go to the rubbish depot, and swipe the card to get in. Hang the stethscope on the end of the lever, and set the power to 50. Fire the gun, and it'll flatten the park. Git. Go to the flattened park, and nab the pokey sticks. Go to the wood yard and say "Can I have some wood?" "There's a wood disease going round" "No, I lied". Some wood. Glue the slippers and the wood together, then go to the people playing Monotony, and sue the skis on the hill. PASSWORD: COMMENTATOR Nope, on your own here. Just don't over-estimate your horizontal speed, and remember that crashing stops you moving, and you should get it in 3-5 goes. PASSWORD: REBEL Go to the cinema, and liberate the giant reel. Go to the dump, and take everything that you see. Go back to the start, and tie the cotten to the large device, and the bike to the little one. Ride your new device, and read the book by clicking on it. Go to the bar, and order a drink and a glass of water. Extinguish the fire at the start with the glass of water, and take it. Go to the toilets, stick the piece of paper to the wall, and rub it with the charcoal. Voila. Show this to the barkeep. PASSWORD: GUARDSMAN You're in. Now you need to do a load of tasks for the men in hats. Start by reading some of the book to them. Take the highlighter and be off with you. Go to the town square, and look at the sun. Immediatly follow the red arrow to the optician, and use the machine. If you're quick enough, it'll ask you if you want credit or mental value. Take the latter. The answers are: Five Repaper None A seven letter word Micheal Myers pass? Eight Scrapie Micheal Dodson Pay As You Earn You get some glasses. Go to the service station, and use them on the robot. Bingo, some gold and a dead robot. Go back to the service station, steal the sauces, and write on the time with the pen. Talk to the man, and take the toiletries. Go back to the town square, and coat the statue in sauce and bog roll. Go to the cinema, and get a bag of popcorn. Show this to the resistance, and you'll get - some more radioactive material! Go back to the cinema, and repeatedly ding the bell at the woman until she runs away. Go in, pull the lever, throw in the radiation, push the button, and run. You're now done here. Time to go in! Part Five PASSWORD: MURDERER You're in the pipes. Time to do some looking. Read the book first, then move on. Poke your head through the grey hole when you find it, wait for Anode, and talk to him. Go back to the first screen, and cut away the bar with your cutter. Use it to pick up the sponge in the yellow room, and dunk it in the radiation in the green room. Use this glowing sponge on the darkness at the end of the passage. Cut the plate with the cutter, and you'll be in. Go left, then go through the door at the far end. Cut the wrecking ball free, then go back. Go through either doorway to the right, and take the rock and some leaves from the area. Give the dead man the rock. Go to the top door on the right, and throw the leaves into the yellow stuff. Grab a syringe, and inject it into the corpse. Cut the rope with the cutter, and go to the room with the Artifact in. Tie the rope to the hook, tie the ball to that, and cut it. All is good. Or is it? PASSWORD: VICTOR Eat the food by using it and clicking on it. Then open the book. Poke your had through the bars, use the computer, and turn the ventilation off. Go back, open the dark blue panel, and lob your grenade in. Stick your head through the door again, and open the door. You've got to act quickly now. Talk to Anode, ask him if he has any gadgets on him, and ask for the D-Device. You've killed Cathode! You think... PASSWORD: HERO Read the book. If nothing else, it'll give you a breather. It's the "Bugger Me" bomb, and you'll need to cut the purple wire. Cheater. You try and run off, but Cathode ambushes you. Your only option is to use the D-Device on the gateway, destroying the entire Multiverse. The End.