282 lines
16 KiB
Plaintext
282 lines
16 KiB
Plaintext
|
BUREAUCRACY SOLVE
|
|||
|
=================
|
|||
|
|
|||
|
BUREAUCRACY is an Infocom Interactive Fiction Plus by Douglas Adams and the
|
|||
|
staff of Infocom. It's a zany game filled difficult puzzles. Merlin and I
|
|||
|
played the game together, and without his help and encouragement, I'd still be
|
|||
|
stuck at 5 (or maybe 6) points. Special thanks to Merlin for making this
|
|||
|
walkthru possible! As with most Infocom games, there may be alternate
|
|||
|
solutions. This walkthru offers one possible solution.
|
|||
|
|
|||
|
You have left your previous job to accept employment with Happitec and you
|
|||
|
have moved to a new address. Happitec is sending you on a vacation to Paris.
|
|||
|
All you have to do is wait for the money order which Happitec is sending to
|
|||
|
you, pick up your plane ticket, and board the plane. So you think! It seems
|
|||
|
the removals company has misplaced all your belongings. The Change of Address
|
|||
|
card which you were to file somehow got sent to your old address. The new
|
|||
|
owner of your old home sent your mail to your old bank. Check out your wallet
|
|||
|
and you'll find that you have no money, an expired US Excess card and a Beezer
|
|||
|
card. Your new home contains a few meager possession, i.e., your Boysenberry
|
|||
|
computer, a telephone/answering machine and a few miscellaneous items. Take
|
|||
|
everything you can for you'll need everything you can find to solve this game.
|
|||
|
Listen to the messages on the telephone/answering machine. Consult your
|
|||
|
Address Book and call all the numbers listed. You'll learn a lot by doing
|
|||
|
this.
|
|||
|
|
|||
|
The doorbell rings. Chowmail Overnite is delivering a large bag of Llamex(R)
|
|||
|
brand High-Fibre Llama Treats. You didn't order it, the address is wrong; but,
|
|||
|
you'll never be able to explain anything to the delivery man, so just give him
|
|||
|
your Beezer card. You are now the proud owner of a bag of llama treats!
|
|||
|
|
|||
|
There's nothing else to do in the house for now, so explore your new
|
|||
|
neighborhood starting with your mailbox. The mail found in each location seems
|
|||
|
to be random. For example, in one game you might find a leaflet in the mailbox
|
|||
|
and in another game find a flyer in the mailbox. That isn't important. The
|
|||
|
postage is important so try to remember what type of postage was used and the
|
|||
|
order in which you find it. The mail you find in your mailbox has a postage
|
|||
|
stamp on it.
|
|||
|
|
|||
|
Go to the bookstore. You'll notice it's actually a software store. Talk to
|
|||
|
the clerk. Ask him about software. He'll offer you a *special* cart which he
|
|||
|
keeps under the counter. SHOW the game cartridge to the clerk. He'll take it
|
|||
|
and give you a Recipe Cart. I found that I got a point for this, but did not
|
|||
|
get a point if I said TRADE cartridges.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 1 OF A POSSIBLE 21 POINTS.
|
|||
|
|
|||
|
Go to the Travel Agency. Give the letter to the Agent and get your
|
|||
|
round-trip ticket to Paris.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 2 OF A POSSIBLE 21 POINTS.
|
|||
|
|
|||
|
Go to the bank and try to file a Change-of-Address form. Lots of luck! The
|
|||
|
bank has already sent you a Change-of-Address form and one is all you are
|
|||
|
allowed. Too bad it was sent to your old address.
|
|||
|
|
|||
|
Go to the old tenement building. There are stairs leading up and a door in
|
|||
|
the south wall. Nothing can be done about the blank wall at the top of the
|
|||
|
stairs, so forget it. Knock on the south door. A voice will answer and the
|
|||
|
door will open. Enter the flat which is occupied by a mousy little man. Seems
|
|||
|
he collects stamps. You will see some mail in the floor but the man won't let
|
|||
|
you pick it up. Show the stamped envelope to the man. He'll grab it and run
|
|||
|
out of the flat. Pick up the mail. Notice the Postal Service sticker.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 3 OF A POSSIBLE 21 POINTS.
|
|||
|
|
|||
|
By this time you will probably be getting hungry, so go to the Restaurant.
|
|||
|
The waitress will take your order then return to tell you that your order was
|
|||
|
lost due to a computer crash. Of course, it's her break time, so someone else
|
|||
|
will take your order. You must go through the long ordering process all over
|
|||
|
again. Wait for your order and eat whatever you get.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 4 OF A POSSIBLE 21 POINTS.
|
|||
|
|
|||
|
You have no money to pay the bill, so sneak out the back door of the
|
|||
|
restaurant into the alley. From the alley you can squeeze through a gap in the
|
|||
|
fence to arrive at Behind Mansion. Enter the back door of the mansion. Here
|
|||
|
you'll find a macaw sitting on a perch. You can see some mail under the perch
|
|||
|
but the macaw will not allow you to take it. Go into the Trophy Room. It's a
|
|||
|
good idea to save the game first bcause the old woman shoots. Make a fast
|
|||
|
exit. Go to the front door of the mansion and ring the bell, then beat feet to
|
|||
|
the back door. Return to the Trophy Room, grab the painting of Ronald W.
|
|||
|
Reagan and exit. Show the painting to the macaw then take the mail from under
|
|||
|
the perch. Notice the Postal Service sticker.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 5 OF A POSSIBLE 21.
|
|||
|
|
|||
|
Go to the llama farm. Open the bag of llama treats. Push the bag through
|
|||
|
the mailbox so that it falls into the trough. While the llama is eating the
|
|||
|
treats, take the mail from the trough. Notice the Postal Service sticker.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 6 OF A POSSIBLE 21.
|
|||
|
|
|||
|
Try to enter the farmhouse. The door won't budge. You must go away and
|
|||
|
return later. Go south to the gate. There's an intercom at the gate. It will
|
|||
|
crackle to life and a voice will say, "Unfortunately, there's a radio connected
|
|||
|
to my brain." Could this be a password? Go back to the farmhouse. A heavily
|
|||
|
armed man resembling Woody Allen will appear in the doorway. He is rather
|
|||
|
dazed -- not sure where he is or who you are. Say: "Unfortunately, there's a
|
|||
|
radio connected to my brain." He will respond with: "Actually, it's the BBC
|
|||
|
controlling us from London." You can try more conversation or merely wait for
|
|||
|
him to leave. Return to the gate.
|
|||
|
|
|||
|
Again, the voice over the intercom will say, "Unfortunately, there's a radio
|
|||
|
connected to my brain." You must say, "Actually, it's the BBC controlling us
|
|||
|
from London." The gate will open. Enter the Foyer.
|
|||
|
|
|||
|
You'll meet the paranoid owner of the house and discover the armed man is
|
|||
|
here also. The paranoid householder suspects you are an imposter so he will
|
|||
|
ask you a series of questions. To answer correctly, you must refer to the
|
|||
|
"Popular Paranoia" magazine which is included in your game package. One wrong
|
|||
|
answer and you're dead. Answer them all correctly and you'll find yourself in
|
|||
|
a gaol cell in the basement of the paranoid's house.
|
|||
|
|
|||
|
Examine the gaol door. Try cutting the molybdenum bars with the hacksaw.
|
|||
|
The armed man will give you the Swiss army knife. Examination of the knife
|
|||
|
will reveal a button marked POWER SAW and a lever marked GENERATOR. Push the
|
|||
|
button then pull the lever. Examine both the saw and the generator. Take the
|
|||
|
power saw and plug it into the generator. Get on the gnerator (it resembles a
|
|||
|
bicycle) and start pedaling. Oops! You can't reach the bars while sitting on
|
|||
|
the generator, so give the power saw to the armed man. He'll cut the door open
|
|||
|
for you. It's best to stall around in the Basement allowing the armed man to
|
|||
|
go up the stairs before you. The paranoid man and the armed man will depart.
|
|||
|
You'll see some mail in the foyer. Don't be surprised if you can't pick up the
|
|||
|
money order which you want so badly. Take the envelope.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 7 OF A POSSIBLE 21.
|
|||
|
|
|||
|
The envelope contains a memo and a cheque. The check is drawn on the
|
|||
|
Fillmore Fiduciary Trust in the amount of -$75.00. Yes, that's a minus sign.
|
|||
|
Go to the bank. Get a withdrawal slip. Fill it out then take it to the
|
|||
|
Deposit window. Give the cheque and the withdrawal slip to the teller. You
|
|||
|
are depositing -$75.00 using a withdrawal slip which is the negative of a
|
|||
|
deposit slip, negative -$75 is $75. Makes perfect sense. Then go back to the
|
|||
|
withdrawal window. Fill out another withdrawal slip and withdraw $75.00.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 8 OF A POSSIBLE 21.
|
|||
|
|
|||
|
Now that you have money, you might want to return to the restaurant to pay
|
|||
|
your bill.
|
|||
|
|
|||
|
You are ready to go to the Airport. Call Getlost Airport Cab (number listed
|
|||
|
in your Address Book). Wait for the taxi.
|
|||
|
|
|||
|
Oh, the Airport is a fun place! Since you have an Omnia Gallia ticket, you
|
|||
|
should go directly to the Omnia Gallia desk. Alas, Omnia Gallia has been sold.
|
|||
|
For further information you must go to the Air Galagasa desk. How do you find
|
|||
|
it? Well, the way that worked for me was going back to the airport entrance,
|
|||
|
then going through Lost and Found. Air Zalagasa seems to be north of the Lost
|
|||
|
and Found. It doesn't matter how early or late you arrive at the Air Zalagasa
|
|||
|
desk. A fat man will always be in line ahead of you and he'll cause you to
|
|||
|
miss the plane. Not to worry. When your turn finally comes, give the Omnia
|
|||
|
Gallia ticket to the clerk in exchange for an Air Zalagasa ticket.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 9 OF A POSSIBLE 21.
|
|||
|
|
|||
|
Once you have the Air Zalagasa ticket in your hot little hand, go south one
|
|||
|
move and climb the pillar. Open the grate and climb up the duct. You'll
|
|||
|
eventually reach the Control Tower. A console radio will crackle, "Air
|
|||
|
Zalagasa flight 42 requests permission to take off." Say: "Controller,
|
|||
|
permission denied." Go back to the top of the pillar and examine the speaker.
|
|||
|
Pull red wire then pull black wire. Connect red wire to black wire. You have
|
|||
|
short circuited all the speakers in the terminal. The applaluse of the crowd
|
|||
|
is deafening!
|
|||
|
|
|||
|
YOUR SCORE IS NOW 11 OF A POSSIBLE 21.
|
|||
|
|
|||
|
Before you know what's happening, you'll find yourself on the plane in seat
|
|||
|
3B. Shortly thereafter, the attendant will bring you a bowl of llama stew.
|
|||
|
Eat the stew and you die. Refuse to eat it and you die. How can you get rid
|
|||
|
of the stew? The only way I could get rid of it was to cause the seat ahead of
|
|||
|
me to recline, thus spilling the stew. By wearing the headphones, changing
|
|||
|
seats, and pushing buttons, you'll learn that the whole system is mixed up.
|
|||
|
The light button reclines the seats but you'll have to experiment to determine
|
|||
|
which light button controls which seat. (Thanks again to Merlin for his help!)
|
|||
|
|
|||
|
Here's one way to do it: Before the attendant brings the stew, move to Seat
|
|||
|
3C. Wait a few turns. The attendant will bring the stew. Leave it on your
|
|||
|
fold-out table and move to Seat 8D. Push the light button which actually
|
|||
|
reclines the seat ahead of Seat 3C. That seat will recline, thus spilling the
|
|||
|
stew.
|
|||
|
|
|||
|
After the stew is spilled, return to Seat 3C. You'll see a small piece of
|
|||
|
laminated card. Examine this and take note of the words "STINGLAI KA'ABI."
|
|||
|
There will be a telephone call for you, so go to the phone. Most likely, it
|
|||
|
will be the waitress asking about the tip you left her. The line will be
|
|||
|
disconnected and you'll overhear another conversation. About this time the
|
|||
|
flight attendant will ask you to return to your seat; however, she will linger,
|
|||
|
giving you a chance to talk to her. Say: Attendant, STINGLAI KA'ABI. You'll
|
|||
|
receive a parachute. Go to the rear of the plane, open hatch, and jump out.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 12 OF A POSSIBLE 21.
|
|||
|
|
|||
|
My Gawd! One strap of your parachute is caught in the plane's hatch. This
|
|||
|
can be deadly. Chances are you'll soon be falling without a parachute! Knock
|
|||
|
on the hatch. The attendant will open it, freeing your parachute strap.
|
|||
|
Falling! Don't forget to pull the rip cord.
|
|||
|
|
|||
|
Hanging from a tree! Yep, you landed in a tree. Get out of the parachute.
|
|||
|
Splash!
|
|||
|
|
|||
|
You are now in a cooking pot. Okay, the natives are hungry, so give them a
|
|||
|
good recipe. Boot up your Boysenberry and insert the Recipe Cart. The natives
|
|||
|
will give you an unlabelled cartridge and return your lost address book. Don't
|
|||
|
ask me how they got it.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 14 OF A POSSIBLE 21.
|
|||
|
|
|||
|
You are now in the Antechamber. Not clear how you got here. You'll see a
|
|||
|
closed locker door in the west wall and an exit to the east. Examine the
|
|||
|
locker door and read the sign. The left handle is pointing up. The middle
|
|||
|
handle is pointing down. The right handle is pointing up. It's a key of
|
|||
|
sorts. A general knowledge of binary helps. Okay, here's a solution:
|
|||
|
|
|||
|
(1) Turn left handle and middle handle. You hear a click inside the door.
|
|||
|
|
|||
|
(2) Turn left handle and right handle. You hear a click inside the door.
|
|||
|
|
|||
|
(3) Turn left handle and middle handle. You hear a sharp click, as if
|
|||
|
something inside the door had moved. Open door.
|
|||
|
|
|||
|
|
|||
|
YOUR SCORE IS NOW 15 OF A POSSIBLE 21.
|
|||
|
|
|||
|
|
|||
|
Enter the locker and take the magnetic key-card. Then go east.
|
|||
|
|
|||
|
You're in the Switchgear Rooms; it's a maze! Time to use your Boysenberry
|
|||
|
computer, so insert the unlabelled cartridge. Remember, earlier in this
|
|||
|
walkthru I advised you to notice the Postal Service stickers and the order in
|
|||
|
which you found them. Hope you paid attention, because you need that info now.
|
|||
|
I found the Postal stickers in this order: C, D, E and B. The computer
|
|||
|
program (unlabelled cartridge) gives you a list of commands: CLEAR, NOOZ,
|
|||
|
PRINTB, PRINTC, PRINTD, PRINTE. You must select the PRINT commands in the same
|
|||
|
order that you found the postal stickers. I used PRINTC, PRINTD, PRINTE, and
|
|||
|
PRINTB because that's the order in which I found the postal stickers. When you
|
|||
|
have done this, you should have a complete message on the screen. Can't read
|
|||
|
it? Oh, I forget to tell you: read from top to bottom one letter at a time.
|
|||
|
Using these instructions you should be able to find your way through the maze
|
|||
|
to the Airlock.
|
|||
|
|
|||
|
In the Airlock, put the key-card in the card reader slot. You'll hear a bolt
|
|||
|
snapping back. Open the door. It will take several tries. Enter the
|
|||
|
Persecution Complex!
|
|||
|
|
|||
|
YOUR SCORE IS NOW 17 OF A POSSIBLE 21.
|
|||
|
|
|||
|
The Persecution Complex is a long hall running west. There are TV screens on
|
|||
|
each side of the hall. Go west looking at the screens on either side as you
|
|||
|
go. At the end of the hall you'll find a modular plug. Plug in your computer.
|
|||
|
You'll be asked for ID and password. What? Okay, take a look at your Address
|
|||
|
Book. Notice anything different? Right! The first address has been changed.
|
|||
|
That's the clue you need. Type in RANDOM-Q-HACKER for ID and RAINBOW-TURTLE
|
|||
|
for password. Connection will be made. Use command DIR for a listing of
|
|||
|
programs, WHO for a listing of users, and TYP for some *interesting* tidbits.
|
|||
|
You'll learn that two hackers have accessed the system. You are one; the nerd
|
|||
|
is the other.
|
|||
|
|
|||
|
You'll also be be advised when the Nerd is about to access another file. The
|
|||
|
TYP command will enable you to learn of a certain file which should NOT be used
|
|||
|
with a friendly computer. Hmmm, what if you changed the name of that file?
|
|||
|
So, change the name of DVH2.HAK to whatever file the Nerd is preparing to
|
|||
|
access. Example: Nerd is about to access FIDUC.HAK.
|
|||
|
|
|||
|
Change name of DVH2.HAK to FICUC.HAK. It might be necessary to first change
|
|||
|
the name of FIDUC.HAK to something else, but you'll have plenty of time to do
|
|||
|
that. By doing this, you will cause the Nerd to access a file which will
|
|||
|
destroy his own mainframe. Revenge is sweet! Once you have done this, an
|
|||
|
opening to the west will appear. It is *IMPORTANT* to run the PLANE.EXE
|
|||
|
program at some time before you reap your revenge. This will cause a plane to
|
|||
|
be sent to get you.
|
|||
|
|
|||
|
YOUR SCORE IS NOW 20 OF A POSSIBLE 21.
|
|||
|
|
|||
|
Wait patiently at the Landing Strip. The plane you summoned while using the
|
|||
|
PLANE.EXE program will eventually arrive. You'll be taken on a nice plane trip
|
|||
|
and a predictable taxi ride, arriving at the Hallway of the Tenement. From
|
|||
|
there, go to your home. You'll find a new letter from Fiduciary apologizing
|
|||
|
for the problems you've had. Enclosed in the letter you'll find a ticket to
|
|||
|
Paris, your checkbook and a new Beezer card. Congratulations...
|
|||
|
|
|||
|
YOUR SCORE IS NOW 21 OF A POSSIBLE 21.
|
|||
|
|