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