471 lines
25 KiB
Solidity
471 lines
25 KiB
Solidity
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Bureaucracy
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Part I
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Welcome to the wonderful world of Bureaucracy (or B'y for short), where
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anything that can go wrong, will go wrong. Just like in real life. In fact,
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some of the incidents in the game are based on real-life experiences. Read the
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manual for more about that.
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B'y is unusual for an Infocom game; it is exceptionally linear, and once you
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leave a particular area, there is no way to go back. That means you have to be
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sure to do everything and get everything before moving on to the next part of
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the adventure. Otherwise, you'll have some problems. Maybe insoluble ones.
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The puzzles themselves are either pretty easy or very hard. This unevenness is
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mostly the result of having so many different people work on the game. When you
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get near the end, you'll be able to read about B'y's history, which will help
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to explain the game's episodic nature.
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Also, keep that little Popular Paranoia flyer handy. A little later on, you'll
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have to answer some crazy questions, and that flyer has all the answers. Don't
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lose it!
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And there's the nerd. He pops up at random times, offering you anything from
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a real Star Trek phaser to a digital tooth meter, all at a price just slightly
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more than you can afford. Don't worry about it. You don't need anything he
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has, and you can ignore him. He's just there to make your life even more
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difficult than it is.
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On the very first boot-up, you must fill out a form. There's no getting around
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that (I told you this was drawn from real life!). Do remember the information
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you put on that form; some of it will be important later on. I also recommend
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saving the game right afterwards, so you won't have to go through it again.
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Whew! Now that's over with, and you're standing in the empty living room of
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your new home. Of course, the moving men (called "removals men" in the game;
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there are a lot of Britishisms in this one) will get around to delivering your
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stuff sooner or later (probably later). Right now, tho, it doesn't matter,
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since you'll soon be on your way to Paris, compliments of your new employer,
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the Happitec Corporation.
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Well, you'll be off just as soon as the mail arrives with some money (you
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haven't got a cent on you at the moment). While you wait, hop on over west to
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the back room, where you'll find an interesting assortment of items. The
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answering machine is only there to raise your blood pressure, so you can ignore
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any messages on it; they'll just make you unhappy.
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You can leave the computer for now; instead, take the letter and hacksaw, then
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open the case and get the adventure game cartridge (the game doesn't work too
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well). Around about the now, the doorbell should be ringing. Go to the front
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door and answer it.
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Hmm..a delivery of llama food. Not quite what you were expecting, but who
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knows? The stuff might come in handy. Fortunately, the delivery man accepts
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credit cards, so get out your wallet and hand him your Beezer card (the Excess
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card is expired, and you can't use it).
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Now it may occur to you that this bag of llama treats was delivered to the
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wrong place. If that's so, then (horrible thought!) possibly your own mail has
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been sent to the wrong place, too. With some trepidation, you open the front
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door and go out to the mailbox. Uh oh. Inside you see a leaflet, with an orange
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postal sticker on it, and an address that certainly isn't yours.
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Now you're really stuck. There's nothing else you can do except go messing
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around other people's homes, snooping through their mail to find your own. Most
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of this mail is not important. What IS important, VERY important, is that you
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make note of the letters on those postal stickers, in the order you find them.
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It doesn't matter which places you go to, the mail can be found in almost any
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sequence. Just make sure you write down the sticker letters as you come to
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them. You will need this information to reach the end game later on.
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This particular leaflet, however, does have some importance: the stamp on it is
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a very rare one (and, by the way, there is indeed a real, live creature called
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the Ai-Ai). So hang on to the leaflet for now, and start hiking north, past the
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bookstore and fast food (of sorts) joint, until you come to the travel agency
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and tenement building (don't worry about the bank now, we'll deal with that
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later).
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Go west into the travel agency, and give your letter to the agent. She will
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give you your plane ticket (the right one, even). Leave the office and go into
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the tenement. Knock on the door, then go south into the stamp collector's grimy
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room.
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He's a little manic, and if you don't act quickly, the last bits of mail will
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be shredded by his scissors. We can't let that happen, so show him the stamp.
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Wow! That caught his interest, all right. He grabs the leaflet from you and
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goes capering out the door. That gives you the chance to go through his mail.
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Alas, there's nothing much there, certainly nothing for you, but at least you
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found an issue of Popular Paranoia. Write down the the letter on the sticker,
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and take off.
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Head for the bookstore and go inside. Examine the best-sellers and remainders
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if you like; they're just outrageous plugs for some of Adams' books. However,
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as you look around (and the clerk eyes you dubiously), you notice a small
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selection of Boysenberry software on the wall.
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Maybe he'd be interested in that adventure cart. Show it to him, and he'll
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tell you he has some *special* cartridges, if you'd like to see them.
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Naturally, you say yes. He pulls out a cart labelled "Recipe". Of course you
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figure that's just a fake name for something else (how could a recipe cart
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be special?).
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No matter, offer your adventure cart to him and the exchange is soon made.
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With the recipe cart now in your hot little hand, leave the store and head
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on south until you come to the llama farm.
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This was proabably where the llama treats were supposed to go. And yes, behind
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the fence, there is one little llama, bleating hatefully. Poor thing, I bet
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it's hungry.
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Open the bag of treats, then open the mailbox. Funny sort of mailbox, with no
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back to it. Why, any mail that was put in there would fall right into the
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feeding trough...which, in fact, is exactly what's happened. Fortunately, tho,
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this is no problem for you. Shove the bag of treats into the mailbox. It goes
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right through, and before long, the llama is happily champing away on the food,
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giving you the chance to pick up the mail.
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Still nothing for you, but again, note down the letter on the sticker. Where to
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now? Well, the farmhouse is locked, for the moment, so continue on southward
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to the camouflaged house at the end of the street. This is not one of your more
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inviting places. For one thing, a welcome mat is conspicuously absent.
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If you wait long enough, someone from inside the house will speak to you over
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the intercom. This is important. You must wait until you hear the phrase about
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the radio. Then go directly back to the farmhouse. While you were gone,
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burglars broke in and stole everything. Enter the farmhouse, and wait. The
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weirdo (who looks like Woody Allen dressed in Early Rambo style) will show up
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pretty soon.
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When he arrives, speak the phrase you heard from the intercom. After a short
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wait (none of these waits is more than one), he will give the counter-phrase
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about the BBS. Now return to the camouflaged house. When the intercom talks
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to you again, tell it the phrase about the BBS. The doors will open, and you'll
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be able to enter the house (knowing these phrases ahead of time will NOT work;
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you must get them from playing the game).
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However, the weirdo is there, too, and the owner of this fortress is a little
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confused. He's sure that one of you is a fake, and it's probably you. As a
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test, he asks you several questions. Fortunately, all the answers are in the
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flyer that came with the game. Unfortunately, the man is still confused, and
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dumps both you and the weirdo into a jail (spelled gaol in the game, but
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pronounced the same way) in the basement.
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Try your hacksaw on the bars. It won't do much, but the weirdo gets an idea
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from that and hands you his Swiss pocket knife, with attachments for everything
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under the sun. Examine it, and you'll see a button and a lever. Push the button
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and pull the lever. The knife ejects a power saw and a bizarre generator (no
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Swiss Army knife should be without them).
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Get the saw and plug it into the generator (which bears an uncanny resemblance
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to an exercise bicycle). Now give the saw to the weirdo, and get on the
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generator. Huff...puff...with a little muscle, the power saw starts up and the
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weirdo saws through the bars. Now you can leave the cell.
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Just don't be in a hurry to go up the stairs. Let the weirdo go first, and wait
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awhile (otherwise, your reception above might be somewhat unpleasant). When you
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finally ascend, both the paranoid house owner and the weirdo are nowhere to be
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seen (whew). But the mail is there!
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Ho hum, STILL nothing for you. Write down the sticker letter, and leave the
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house, which closes behind you. By now, you're probably feeling a trifle
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hungry, so go north to the fast food place. Once inside, open the back door
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to waste a move. A waitress will come to take your order.
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This part is designed to aggravate you. Make your choices as simple as possible
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(for instance, do not order water on the side), because you won't get anything
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on this visit anyway. The waitress will leave and come back, saying the
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computer lost the order, then she'll slip out the back door. Follow her, and
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you arrive in time to see her sneaking around the corner with a man from the
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Deep Thought Corporation (your former employer).
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They move too fast to follow, so instead go south to the backyard of the
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mansion from which you hear that wonderful muzak. Open the door to the house,
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but don't go inside. Return to the fast food restaurant, and open the door
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again. Now a waiter comes, and he's for real. Give him your order, and
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eventually your meal arrives. Do eat it.
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However, you don't happen to have any money to pay for it. Sneak out through
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the back door into the alley way. From there, go west to the street, then
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south to the mansion front door. Ring the bell, then go straight back to the
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alley and from there to the back yard. Do not waste any moves in this portion
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of the game. Your time is limited, and you have only enough moves to get
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everything done safely without any wasted motion.
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From the backyard, go west into the house. Pass by the macaw, who is guarding
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the mail, and continue south into the living room. The old matron is still
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locking up the door, but she has that elephant gun handy, so don't make any
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mistakes here. Grab the portrait (which will be either Reagan or Gorbachev;
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it varies), and hurry back north.
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Show the picture to the one-winged macaw, who will be roused into a political
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frenzy at the sight of it. After the bird collapses, exhausted, drop the
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picture and get the mail. At last! You've found your mail.
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Oh dear. It seems that the money order you've been waiting for is in sad
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shape...far too sad to be cashed. However, there is another piece of mail for
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you, from the Excess people. It seems you didn't pay your last bill (probably
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some mail foul up), and in revenge they have sent you a check for -$75.
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Bureaucracy
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Part II
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It's not every day you (or anyone else for that matter) get a check for a
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negative sum of money. It may, perhaps, give you some pause for thought. How
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does one, after all, turn minus money into positive cash flow? Actually, when
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dealing with a bank of the caliber of Fillmore Fiduciary, it's a lot easier
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than you might think.
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So trot on up to the bank (which has its own strange hours of operation). If
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it's closed, just wait until it's open again. Now, the teller windows are
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random, and you can't be sure which one is which when you visit; they change
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around. Start with window #1, and just keep going until you reach the
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"WITHDRAWALS" window. Get TWO withdrawal slips.
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Now follow this carefully. First, fill out all the slips, in the amount of $75
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(positive $75). Go to the DEPOSITS window, and hand over one of the withdrawal
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slips and the negative check. I will not attempt to recreate the teller's
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logic...you'll have to read it for yourself in the game. But it's enough to get
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you a balance of $85 (the check plus the $10 balance you already had in the
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account).
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Ok, you're almost there! Move along to the WITHDRAWALS window, and hand in
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your other withdrawal slip. TA-DA!! You now have $75 hard cash! See, it wasn't
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really difficult, after all.
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Rush off home, get your address book, passport, and your trusty Boysenberry
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computer. Look through the address book and call the cab company. Wait outside
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for the cab, which will arrive soon, and before you know it, you'll be on your
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way to the airport (by the way, the cabdriver is a fountain of irrelevant
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information, and won't tell you anything of importance).
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So there you are at the airport entrance. From time to time, you will hear some
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announcements over the speakers about the "white courtesy phone". Like the
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nerd, these are designed to annoy you, and can be safely ignored.
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Go north twice and you arrive at the Omnia Gallia desk. Hmmm. No one is here.
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Reading the sign posted on the wall, you note that Omnia is now out of
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business, and all their flights are now being handled by Air Zalagasa. Ho hum.
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Go south twice, then either east or west, watching the signs carefully, until
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you notice one on which Air Zalagasa does NOT appear. Then go north twice,
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and stand on line at the Air Zalagasa desk. It's going to be a long wait,
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because the guy ahead of you has some complicated routing he wants to do. In
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the meantime, over the ever-present and annoying muzak, you hear your plane
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is scheduled to depart like real soon now.
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Control yourself. Much as you may like to do so, you really can't push in ahead
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of the twit in front of you. Finally, as your flight is taxiing to the runway,
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you reach the desk. Show your ticket to the clerk, and accept the direct flight
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to Paris (hardly a choice here, as you don't have the money for the other one).
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She exchanges your ticket, giving you one on Air Zalagasa flight 42, the very
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same one that's about to take off.
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But all is not yet lost! As you go back south, you suddenly notice a pillar
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that may not have been there before (by the way, somewhere along the line,
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you will lose your address book...don't worry about it). Climb the pillar all
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the way to the top.
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Ignore the speaker for now, and open the grate. At this desperate moment,
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anything is worth trying. Go through the opening and follow the duct to the
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end, which is another grate. Open that and exit the duct. Well, look at that!
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You're in the control tower!
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Your arrival has also had a remarkable effect on the air traffic controllers.
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To their dazed minds, you appear as some sort of deity. However, that effect
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will not last forever. Taking advantage of their momentary lapse of intelligent
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discrimination, you order one of them to stop flight 42. Then, you get the heck
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out before they realize they've been conned.
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Back at the top of the pillar again, you stop for a breather, and a closer
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examination of the speaker. Let's face it, you probably hate the adulterated
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music it spews forth. With a feeling of satisfaction, you pull the wires out.
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Of course, that only kills this one speaker. How about the rest?
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Ever hear of "short circuit"? Take one wire and touch it to the other one.
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Voila! Every speaker in the airport goes dead! From below, you hear the hearty
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applause of the crowd (they didn't like it any better than you did). After
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you slide down, the crowd carries you off to the boarding gate (bet you were
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wondering how to get there, eh?), and before long, you are safely aboard
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flight 42, on your way to Paris.
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Air Zalagasa is economizing these days, and there are no windows to look out
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of during your flight. Pass some time by reading the informative magazine and
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listening to your headphones (right there in the little pocket on the seat
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back in front of you).
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In a short time, a flight attendant will come around to take your dinner order.
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It doesn't matter what you want; the attendant's motto is: promise them
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anything, but give 'em Zalagasan stew.
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And sure enough, before you can say "barf", there it is, reposing on the
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pull-down table: a bowl of one of the most noxious concoctions you have ever
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had the misfortune to look at, however briefly. We won't even mention odor.
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Trust me: this, you don't want to eat...or even get too near to. Getting rid
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of it, however, is no simple task. The airline attendants are not permitted
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to remove full plates (or bowls) of food. Further, the pilot isn't allowed to
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land while people are eating. You see the problem.
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Still, something must be done. If you play with the little buttons on your
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seat, you'll notice an odd fact: none of them activates anything at your seat.
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Further, they don't even operate the items they should. For instance, the
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"light" button causes some other seat to recline.
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In a short time, a smart (and desperate) person like you has no difficulty in
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figuring out which light buttons control which seats. A little experimentation
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shows you that seat 8C is the one that will be of enormous use in removing the
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bowl of stew.
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Unfortunately, 8C is occupied by a young mother, and her baby is next to her in
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8B. What to do? In a moment of brilliance, you remember the magazine, with the
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picture of the princess in it. So, take the magazine and go show it to the
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baby. WAAAAAAAAAAAAAH!! Boy, you really set the little darling (?) off, didn't
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you?
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But that's all to the good, because now momma has to walk the baby up and down
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the aisle to quieten it down. While she's doing that, you slip into seat 8C
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and push the "light" button. From somewhere ahead, you hear a horrible
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squashing sound. Au revoir, Zalagasan stew!
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Back at your seat, you find something that wasn't there before. A laminated
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card, that is the missing part to the safety procedures (which, of course, you
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read earlier, right?). Note carefully the name used for parachute.
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Along comes a flight attendant to tell you that you have a phone call. Yes, Air
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Zalagasa may not have windows in their planes, but they do have telephones. And
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of all the people to call you, would you expect it to be the fast food
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waitress? I wouldn't, but that's who it is (how did she know where you were,
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anyway?). Don't worry about telling her the truth about the tip; before long,
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the line will go dead, then you'll be listening in on another conversation.
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This one is much more interesting. The pilot is talking to a control tower
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somewhere. It seems that flight 42 is going to crash. In about 5 minutes.
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Ooops.
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Don't panic! Hang out there by the phone, which is conveniently located right
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next to the emergency hatch. An attendant will be with you shortly. Ask about
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a parachute, but don't call it that; use the words that were printed on the
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laminated card.
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Before you can say "Geronimo", you're all fixed up with a parachute. Open the
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hatch according to the instructions, and just wait. You'll be pulled out of
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the plane by the air flow. Ummm...looks like part of the chute is caught in
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the door, and you just can't get it loose.
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You're freezing and suffocating at the same time, which is not the most
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pleasant of circumstances. But if you wait long enough, you'll be able to
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look into a window (which mysteriously appears from nowhere) and see the
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attendant who gave you the chute.
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Knock on the window. The attendant, seeing your plight, frees the caught strap,
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allowing you to free fall towards the earth. As you plummet, she kindly tells
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you that she was mistaken: there was a computer malfunction, and the plane
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isn't going to crash, after all. However, you will, if you don't pull the cord
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and open your parachute!
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Bureaucracy
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Part III
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So you float gently down into the Zalagasan forest, to find yourself hanging
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upside down from a tree. No problem. Just remove the parachute. FWOP!
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Hmmm...looks like you fell right into the dinner pot of the Zalagasan natives.
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Cannibals, you know. And they're all dancing around the pot, chanting, of all
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things, ZBUG! ZBUG!
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How about that...in addition to being cannibals, they are also members of the
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Zalagasan Boysenberry Users Group. What luck! And given the sort of things they
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eat (such as Zalagasan stew), you may have the very thing that will save you
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from a horrible fate.
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Quickly you stick the recipe cart into your Boysenberry (which has survived the
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fall none the worse for wear). Up on the screen flashes the recipe for the very
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same stew you so neatly avoided earlier. The Zalagasans are delighted! They
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grab your cart, give you an unlabelled one in return, as well as your lost
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address book (!), and rush off.
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They might come back at any time, so I wouldn't stay in that pot if I were you.
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You needn't worry about what direction to go, because as soon as you're out of
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the pot, you fall through a hole (which mysteriously vanishes), to find
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yourself in a Grubby Antechamber. The end game is near, but you aren't quite
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there yet.
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As long as you have some spare time now, why not check out that address book;
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you'll find something different about it. Namely, that your original address
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has somehow changed into that of Random Q. Hacker's. Who could that be? How
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about the nerd? Yup, that's who he is, all right.
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Note especially that RANDOM Q HACKER and RAINBOW TURTLE are in all upper case
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letters. Keep that in mind for later. Right now, it's time to make an
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inspection of the only object in the room, a locker.
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A pretty odd sort of locker, with three handles, and some binary code written
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below it. You don't really think that's binary code, do you? Of course not.
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It's the pattern for moving the handles and unlocking the door.
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The first line represents the position of the three handles as they are now.
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All you have to do is move the handles into the positions indicated by the
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succeeding rows, one row at a time, but two handles at a time; they only
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move in pairs.
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So, turn the left and middle handles, then turn the left and right handles,
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and finally turn the left and middle handles again. Click! Open the locker
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and go inside, where you find a card, then exit the locker.
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You've been wondering about that unlabelled cart, haven't you? This is the time
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to boot it up. You'll notice it has five files: NOOZ, PRINTB, PRINTC, PRINTD,
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and PRINTE. The NOOZ file is actually the checkered career of the game
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Bureaucracy; by all means, read it for a chuckle or two.
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After that, it's time for the hard stuff. Get out that list you made of the
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postal sticker letters. This is where you need them. Print the files from the
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cart in the same order as the letters on the stickers. When you're done, you
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have one mess on your screen.
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However, it's not as messy as all that...if you read the screen VERTICALLY!
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Yep, you have to read down the columns to get the instructions for moving
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through the switchgear rooms (I found that a piece of paper held against the
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screen was helpful in reading the columns). Because this part of the game is
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random, you have to read the instructions and go through the rooms on your
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own.
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Eventually, you arrive at the airlock. Insert the card from the locker. The
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door is tough, but keep trying, and you'll get it open, just before your blood
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pressure goes through the roof. Go north, and you're in the Persecution
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Complex.
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As you walk west along the hall, take time to look at the various monitors;
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it will explain a lot about what's been happening to you. By the time you
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reach the end of the hall, you're probably ready to commit mayhem on someone
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or something.
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Fortunately, you can do just that, thanks to the handy jack right there. Plug
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it into your Boysenberry, and you're about to hack into Random's computer
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system (about time the nerd had a taste of his own medicine!).
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First you need to login. The ID, of course, is RANDOM-Q-HACKER (note the
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hyphens!). The password is RAINBOW-TURTLE (you have, of course, realized why
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those were in all caps now, right?).
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Now you're in the system. Check out the commands, and get a listing of all the
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files and programs. As you do this, from time to time you will get messages
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from the computer about what Random is doing (he's online, too). Pay attention
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to these messages.
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However, before you arrange for the total destruction of Random's little
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system, it's a good idea to provide yourself with a way home. Run PLANE.EXE
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to make sure of that.
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Now, watch the screen for those messages, in particular for whatever file
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Random is going to use next. Copy DVH2.HAK to that file. Then sit back and
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wait. It won't be long before the system dies. HEHEHE! After the auto shutdown,
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go west into the airshaft, then up to the landing strip. Before long, a plane
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arrives to take you home.
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Not entirely home, as you're back in the tenement building (and no, you still
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can't get up those stairs). No matter, just go to your house, where several
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pleasant (for a change) surprises await you. And who knows...one of these days,
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you might even get to Paris!
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Bureaucracy is copyrighted 1987 by Infocom, Inc.
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