Pulling Yourself TogetherPress escape to begin the game. Watch the intro carefully; as the little robot is dumped, so are his various parts. An arm here, a leg there, all of which you will need to retrieve in order to get him working again. Click on the bathtub twice, then click on the robot's body twice. When he falls to the ground, he is close to his head. Click on the head. Place the cursor over him, and pull it up to stretch his height. You can take the red doll into inventory. Watch the mechanical pack-rat until it comes close to you, and use the red doll on the rat. (To use items, place the cursor at the top of the screen to reveal inventory, select the item, and when it is placed in an area where it can be used, it will be highlighted.) The rat takes the doll and exchanges your right leg for it. Pick up the magnet. Pick up the wire from the spool. Combine the wire and magnet. Walk to the edge of the embankment, and push on the pole to bend it. Use the wire/magnet on the pole, and you will retrieve your left arm. Walk to the right, and you're on your way to the city. You were being followed by a police-type, if you were watching closely. When you arrive at the city entrance, the cop asks for admittance, and goes in. A Cheap Disguise You can ask for admittance too, but the guard basically says no geeky robots allowed. You will need to change your appearance in order to fool the guard. Walk to the base of the lamppost and climb up. You can only go two steps up. Reach down below you and pull the first rung out. Use the rung on the pole to enable climbing one more step. Do the same process again; this time you can go up four times. You are trying to get to that lightbulb, but it's still out of reach. Stretch up tall, and you can reach the bulb. Walk over to the striped traffic cones and take one. Take the other cones, (three of them) tossing them into the chasm. You find a can of blue paint. Pick it up. Walk to the tank of white paint. Pour the blue paint into the white, turning it blue. Use the cone on the paint. Now it's the same color as the policeman's headgear. Place the lightbulb atop your head, then the cone. Stretttch up to be as tall as the cop, and call the guard. You will totter across the bridge, until you reach the oil. Whoops! Oh well, we'll just have to get into the city another way. and the lettered one controls its height. put it on the farther track. let's find another way. Go down. and place the wheels on the track. pull the railing. It looks like riding on the tram isn't possible. Sit on the wheels. Try the lever. In you go. next to that tank. Now you will be able to send a tram through from down below. and pick up the wedge. Go up the steps. . and re-install it on the railing. The numbered dial controls the position of the retractable beam from left to right. Aha! A tram car filled with something (Raspberries? Coal? Enriched Uranium? Horse-Apples?) Whatever it is. Get the control box and experiment with it. If you put it on the track close to you. There is a control box below the tank. and you see you can move the railing. and Boom. It doesn't seem to do anything. Pick it up. Place the cursor over the robot. spilling its contents. and walk to the far right. you find you can place the wedge on either of the rail tracks. you see a railing with a hooked end. Lying on the top step is the other hook-end to the railing. You will need to set them on "2" and "A" Climb the steps. and this time pull it down. but you can't seem to reach it. and A through E. and stretch tall in order to reach the beam. crunching him to a short size. it automatically gets into the next room. Try it. If you happened to look at the hint for this area. the tram jumps out of sight. Go to the right. Two dials are labeled 1 through 5. Instead. and get a tram to derail. you saw that you need to retrieve that yellow wedge hanging up high. You can now pull the wheels off the tram. Back down on the ground.Trapped in the Tram-Room After you land. You correctly surmise that you want to go into the next room as well. and stuffs himself with its cargo. Meanwhile. The hint button shows you hanging from the crane. goes to the tram. and jumping into the same opening that the big guy went into. and jump onto the little platform you see overhead. and look at the paper attached to the wall. You need to get up to that little platform. but there is a lever hanging on a little hook. Go to the control box. the bottom setting causes it to go around the track. So that red stuff is either trash or some kind of fuel. and return to its starting point. down. First. up. above the tram control lever. have the crane pick you up. press the red button on its left side. and pull the lever. full of cargo.The Furnace Room Uh-Oh. then down-up. that is) is a flashing red button. giving you enough time to walk to the tram and jump in. The crane will pick up the cargo. The empty tram goes down the hatch. and without changing any of the settings. right of the door. You will need to figure out how to change the settings on the control. Who's that big thug coming through the opening at the upper right? He lets down a rope. Take the lever. just for best understanding. The top setting causes it to go down-up. The pictures suggest that you jump in the empty tram. walk to the door on the right. I suggest doing the following. you visualize him torturing a kid at the beach. You want the crane to go around. The 1-2-3 means that the crane is capable of three actions each time it is operated. and the middle setting causes it to do nothing. in order to get the crane to move in the correct sequence. and a new one arrives. then get carried up to the platform. Press it. Return to the other door. A control box opens. You can practice with the control box until you are satisfied that the crane will get it right. you cannot exit. Set the buttons down.) What you need to do is make the crane busy. then around again. Walk to the door you came in. . dump it into the furnace. Just to your right (screen right. He climbs up and disappears. (Notice that the wires attached to the control box come from a junction box at the platform. No. Use the lever to open the electric box. Jeez. Now the crane will go around the circle in the other direction.) So . Go to the sparking wires. Is that a bomb they are making? Finally. and this time have your cursor ready at the outlet. or perhaps a watchtower because of the telescope. I think it's an observatory. because you do not want to get dumped into the furnace. Watch the cutscene with the two thugs. You need to switch the polarity of the circuit that controls the crane's rotation (the blue side. you might have caused a short. When you get picked up. things just keep getting worse. and put them together red to black. and go jump in the tram. have your cursor ready near the platform. Jump down. and black goes to black. Now try it again. and try your plan.Press the red button. You're in another room. and look at them. Voila! (If you have been experimenting on your own. evidenced by sparking wires along the cable. . You need to untwist the pairs. remember to shrink down to normal size. you get thrown in the clink.) You're outta here. Observe that red goes to red.switch one pair on the blue side only. This is necessary. Don't change the settings. and go to the control box. Leave the yellow side alone. and click to jump off there as the crane starts around again. Shake the cabinet until the broom falls off. Combine the broom with the little handle. He wants a smoke. Go to the other wall. Also reach toward the guard and take his key.) . (The red light turns green when it is unlocked. (You are able to go outside. This time. Give the makeshift cigarette to the prisoner. squat down. and take the green mossy sludge (Yuck!) Also spin the handle until it comes off. and you now have a tool for opening manhole covers. Tipping Point Watch the guard as he shoots the target. When he goes to the target to retrieve his pellets.) Watch as the two prisoners escape and the guard. If you didn't have time to get the key. (Eek . Stretch up and place the green stuff on the light. falling on the pellets. and leans back in his chair. The lady robot faints from fright. Crawl to the right. Combine the toasted moss with the paper. and take it. chases them. reach up and take his ammunition. while he is at the target. throw the ones you swiped onto the floor. the other hole goes to the next room. repeat the above actions. Open the manhole and jump in. and also flick the light switch off in order to see the "real" time on the clock. Go up the stairs and exit into the observatory. until it toasts to a brown color.he lights it in his eye-socket!) Take his arm. Go to the toilet area and take a piece of paper. and look through the hole. Take the broom. When he is leaning back. Use the arm to reach through the hole. While he is down. Tip him over again. Go to the pipe on the right. climb out of the tunnel and use the key on the left keyhole. There are two holes on the far wall. open the next manhole and stand there. but don't do it yet. The nearer one contains a nasty rat that bites.Jailhouse Rock Talk to the prisoner robot. Look through the telescope and see where the bomb is placed. pull on the chair leg to tip him over. The room on the far left is closed. go through the guard room and the observatory. and enter the center cell. You find a gun. Remember the suction-gun that the guard used to pull you out of the pipe? Now you have one of those. . Exit the room. Rotate the circles until all the red buttons are on the outer parts of the circles. forming a triangle. but has a keypad for unlocking it. Combine the plunger and gun. Stretch up and take the plunger which is stuck to the ceiling. Exit to the outdoors.Go Directly to Jail Down the stairs. and up the stairs. Enter the room. and go through the guard room and into the cellblock. and all the green buttons are inside. and click on the cabinet. Enter the time you saw on the clock into the device. (it's 4:45) and the door will slide open. Exit the cell. 4. The markings suggest that the buttons need to be swapped. They are too tall. or jump another button. Across the way is a puppy. Stretch tall. You would like to have her umbrella. 5. Keep pushing until they are beneath the magnet. Go to the left until you are in the other side of this large area. 4. Number the buttons from the top down: 1-2-3-4-5-6-7. turn the green arrow to the desired direction and press the green button. hiding behind a barrel. you must turn the green arrow in the direction which will bring it back to the center. (If you have moved the buoy to any location other than the center. a lever on the left. go around to the right side. 5. Next to you are two metal crates. and give it some oil to drink. The left-right buttons will turn the arrow to the desired direction. 2. 5. Talk to the pink lady. You have the buoy controls. Push the bottom crate back to its original position and climb on it.That's One Slick Puppy You are at the base of a tower. Press the oil button and climb all the way down. and go up to the cab at the top. You can raise it all the way up or leave it low. 2. and push them to the left. 3. 3. The marks also say you can move a button into an adjacent empty spot. a red Oil button. Press them in this order: 3. Use the suction-gun to get the . Use the lever on the control to lower the magnet and pick up the top crate. 6. To the right is a water-filled reservoir with an oil-filled buoy floating in the center of it. The lever lowers an electromagnet. Look closely at the electromagnet. you can't. and the red button resets the puzzle. 4.) Set it for 4 o'clock and send the buoy over near the dog. 7. Your purpose is to move the buoy close to the dock where the puppy is. a red button on the right. 1. On the wall is a box with six push-buttons. To move the buoy. If you try to climb up. one atop the other. and you see that it now has power. and some markings on its surface. and two left-right buttons. putting the up-arrows on top and the down-arrows on the bottom. 6. Return to the crates. it doesn't matter. and she has lost her puppy. There are twelve lights (some of them are missing) a direction indicator (the green arrow) a green Go button. you could capture your opponent's pieces by surrounding pairs. If you try to push it out the door. It's a sticky ribbon designed to trap flies. It's evident that you will need to help these guys.dog. you will find that it's the very same entrance you tried to get in as an ersatz cop. She gives you the umbrella. a sax player with no keys on his instrument. He will be distracted swatting flies. there is no capturing.) Go outside and use the flypaper on the barrel of green sludge. thus your first move is above his first piece. He is playing Pente. Look through that window. not alongside it. Go back to the pink lady robot and give the puppy to her. and a Didgeridoo player whose instrument. Enter the tavern. It's flypaper. Sure enough. not single pieces or longer rows. ("Pente" is Greek for "five. playing poker. The Boys in the Band You've finally gotten into the city! (If you check through the door on the left. is occupied by some sort of creature. if you look up inside it. trapping some flies. . and this time talk to the guy at the game table. Place your pieces in the sequence indicated: The opponent's first piece is the one marked "X". the bartender objects and smacks you with a wet rag. with an important variation in the rules.) You are looking at a trio of erstwhile musicians. and is most often found in restaurant kitchens. You see an oil drum. the drummer is delighted. something hanging from the shelf to his right. but slipped on the oil instead. and there are those same three thugs. which would probably make the drummer happy. however. (Flypaper is a disgusting but necessary product.") Thanks to a player named "Lamkin" (I take no credit for discovering this) you can beat the opponent in nine moves. a drummer with no drum. She is disturbed by the noise and flings a flowerpot down. In this version. and another door with a little window in it. Take the thing hanging from the shelf. Return to the bar. You also see a guy sitting at a table playing some sort of game. the grumpy old bag in the upstairs apartment is not.) The object of the game is to create a row of five-in-a-row. and you can exit through the falling water. and you can take the oil drum outside. (In the real-world version of the game. Return to the bar and use the flies on the bartender. However. . he smashes the table.When you win. Climb up the stairs. and you are at the city centre. Give them to the sax player. scattering the parts. angering the old lady upstairs. who plays a riff. Pick up the leaves. including a live plant. This time she flings the other flowerpot down. Gather them and go outside. You are between several towers. Climb up again. Inspect the parchment above the crank. Go to the lamppost and open the little door with the lightning bolt on it. so does the owl. she exits and you can examine the parchment where she had been sitting. and it falls out of the puzzle. She wants the clock set to one of the "infinity" settings. to the far left. you see a robot on a ladder.as you stretch and squat. the pink lady returns. Talk to the pink lady sitting on the bench. Climb his tower. Take the oil can again. {If you cannot get the wire to break. You need to get that owl down somehow. When you do. Take his oil can. Go out the door. To the left you see an owl sitting on the lamppost. You retrieve a slider puzzle. Zap that Cat Go up the stairs next to the pink lady. He wants oil. Also. and take the crank. who oils hic chair. Notice two things . the owl follows you. go to the menu at the bottom of the screen. At the top. You can't get there yet. setting the clock to VI (six) and the curly symbol following the circle-dot one. Go to the center position and stretch up and down. Take the oil to the old geezer. when you walk to the center or left end of the bridge. and select Full-Screen: . all of which require the outer (red) hand set to VII (seven) and the inner (black) hand set to either the bow-tie or the circle with the dot in it. Oh no! That dratted owl flies down and steals the tile. When you get that setting correct. working on some wires. putting a strain on the wire. is the entrance to the game arcade. and take the loudspeaker. Finally. and place the oil can on the bridge to fill it. and return to where the band is playing.Greasing the Wheels Talk to the old guy in the wheelchair. and the sentry in the tower leaves his post and exits. Walk to the bottom center of the screen. then click on the number 3 spot. Start by pulling the #6 tile down. and you see three choices. Lounging on the roof above him is a cat. You need to turn the crank some more. Now he wants sunflower seed oil. The owl does likewise. the cat goes in the desired direction without harm. climb up his ladder and pull the cat's tail. Climb up the workman's ladder. While he is there. but before electrifying the fence. Don't rush. you will lose the upper-right piece After solving. While he is distracted. If you pulled the cat's tail after moving the workman. He walks over to that box to untangle it. and pull the plug on his tool. Narrow the window and your computer will have much less rendering to do. Pick up the end of the broken wire and tie it to the railing.Off. it's way easier to manipulate if you have two empty slots. Three or four cycles should do it. click here. but don't put the loose tile in until you have the puzzle solved. or you'll be in . Return to the slider puzzle. jump down and yank on the loop of wire coming down from the box he is working on. a slight hesitation at top and bottom seems to help.) Go get the cat. you will put the missing piece in the upper left. the cat jumps into the big pipe.for a spoiler. (If you disturbed the cat before moving the workman. Solving the slider completes the electric circuit. Pick up the tile. creating a tangled mess in the other box. The solution appears not to be random .} Before solving. Don't forget to move one of the tiles on the slider in order to interrupt the circuit. There is a valve handle hidden in the book. and put the cat into the Didgeridoo. Pick up the fried cat. a little table on the far right. Go down to the floor drain and look into it. and that it takes three valve handles to do it.for a shock. The boys will play music as long as you like. Go back upstairs to the City Centre. The Waterworks You will find that the old man has moved his wheelchair away from the manhole. You see the water tank. but you can't reach it. but you have miles to go before you sleep. You only seem to have one. Return to the musicians. The musicians are finally happy. There is another valve handle. you learn that you need to stop the flow of water above. Go to the little table and open the drawer. Pick up the radio. You find a book full of engineer's drawings. to the right of it a complicated array of pipes. The cat evicts the critter within. and a creature that looks like a spanner sitting on the pipe above. which you know to be full of water. and use it to retrieve that third valve handle from the drain. Return to the pipes and valves and look closeup. . Find the bent wire hook hanging on one of the pipes. Pick up the manhole cover and jump into the chamber below. Looking at the closeup of the array of valves and pipes. Take it. Keep turning the pages until you get to the back. and disappears around the corner. and the grumpy lady upstairs is so pissed that she throws her radio down. Open the pipe at the right. and the music starts. If you can give him back his music. and crawl in. Put the repaired radio on the little table. Ask the spanner-guy to unscrew the bottom of the tank. Ask him again. and he will tell you a story about how one of those brutes took away his music. In inventory. Push the red button to drop down. and this time he will remove the cap from the bottom of the water tank.Place the handles as shown. . It only rises up to the level of the safety drain. and jump into the now-empty tank. and the water will be stopped. Climb up the ladder. You end up on a lift-platform which seems to be inoperative. he will help. but the poker players get a nasty surprise. combine the radio and the speaker. . Now the engine is ready to start. Start the engine. You need to exchange them. and the platform will climb to the top. jump up on the kettle. and you will get it. Place the corn on the hot stove. and locked in the kitchen. giving it to her. Inside. Use the tubing on the kettle. the popcorn shakes the chimney until a lever falls down. and she will place the kettle on the stove. Outside.Ah. and place it on the floor. Pick up the lever. pull the lever upwards. and she will pass the tube outside. Always go clockwise. Sweet Love Peek through the little window . popping it. Use the lever again to pull down the frozen tubing. Use the tubing on the oil dispenser. defrosting it. Lift the kettle from the stove. except for one thing: The up-down controls are locked by a puzzle. put the tubing into the kettle. alternating colors. You are now playing as her. and use the lever on the grate above. Open the shuttered cabinet and take the corn. where you will fill the fuel tank. and take the tubing into inventory. placing the reds on top and greens at the bottom.and you've found your missing love. She tells the story how she was captured by Brutus. It starts out with reds on the bottom and greens on the top. Use the lever on the window. start in any corner and spiral around until all the squares are selected. Start in D5. To solve the first one. Start in E4 and spiral around clockwise. Climb in. and watch as the heater causes the plant to sprout fernlike leaves. Having sloved those three. but you will be doing that forever if you do.He's no Fan of Mine Talk to the big fan. and gives you a quiz in the other.C3 and C5 are blocked. He shows you his mood in one bubble. Second one . . you must solve six versions of a puzzle. go down then spiral clockwise until you bump into C5. you must deliberately choose the wrong answer several times in a row. Press the little red button. and you are in the Greenhouse. Third one . then go counter-clockwise.buttons B4 and E5 are blocked. the plant-heater is active. At the far right is a control box. making the fan increasingly angry until he finally blows his cool. Instead. so to speak. you can get them all right. Number the columns 1-5. To get it working. If you are perceptive and clever. and the rows A-E. A4. you can see a small stick in the flowerpot of the big carnivorous plant. Finally. Go around to the right side of the heater. and push it up to the carnivorous plant's pot. Go around to the left side of the heater. Go to the lock-box at the exit. (down-left-up) and the rest is self-explanatory. Fifth puzzle: A5. Now the projector has power. Take the stick. Looks like a variety of Dracaena. There are two uses for that lens. you need to install the lens into the front of the projector and put some slides in it. and click on the little lights. (If you do that. toward the new plant. Heat the little plant and it matures into a nice sunflower. Go back to the control box and select the fourth puzzle. push the heater over to it and give it a shot. actually the projector is unnecessary) Otherwise. Reach in and take the lens. Start in B3. D2.) Go to the control box and apply heat to that big plant. Climb up the stairs and prop the mouth of that first pod open so it can't bite. Start in B2 and go up-left-down-up. D1 and E3 are blocked. B4. Press the little red button. A3. Optional: If you don't want the leftmost plant to feel uncared-for. including a picture of the butterfly. and E5 are blocked. Have you noticed a blue butterfly making a circuit? When he lands on the railing. E1 and E2 are blocked. expecting to be fed. Blocks B2.Botany 101 Go to the empty flowerpot and plant that little sprig you've been carrying around. See the desk under the screen? The bottom drawer contains a series of botanical pictures. . and the rest leaves no choice. It grows some new pointy leaves. D3. The pattern on its wings is a clue to unlock the exit. and the top drawer contains other stuff. C4. you can look closeup at the butterfly with the lens. Having moved the heater. (Two pushes to the right. The pods open. reproducing the pattern from the butterfly's wings. A5. go clockwise. and push it once to the left. D5. The rest is involuntary. Start in C2 and go down-left-up. Looks like a can of sardines. Give the sunflower oil to the old man. Slide down the pipe and climb up to the City Centre. Go across the bridge. go to the Sunflower plant and shake it. Come back up. oils his knees. collecting its seeds. a drain. He needs batteries for his little one. LOL) . Pick up the bandage. and place the oil can on the drain. and gives you a pass to the Arcade. Before you go out. Cycle it three or four times. The device is a press. Across. put the seeds into the machine. and the precious yellow gunk goes into the oil can. Take the filled oil can. Go outside. Go down the steps. Go upstairs and enter the Arcade. capable of extracting oil from sunflower seeds. You are on a crossover between two towers. and the door is unlocked. and talk to the big guy. you see a device with a handle (who can resist pulling a lever. and operate the lever. you see a large robot apparently cradling its child. He drops his bandage. right?) and down below the device. On your side. (That electrician is still working on the tangled wires. doesn't it? Pull the key. D. L. R. can be played with the mouse or keyboard. D. D. D. D. L. R. R. L. D. D. R. and you can sit there and shoot the big red 50-point one 'till you win. R 3D. D. L. L. L. which unlocks the exit. L.Two Tough Games To the left is a bicycle-powered generator that will give power to the #1 and #2 arcade games. R. R. L. L. R. D. don't waste your time on it. here are the solutions. L. you can use the keyboard arrows here as well. D. D. L. U. U. R. R. L. U. Thankfully. R. R. U. L. R. L. The second game is a bit of a challenge. D. R. R. U. D. U. (The #3 game is broken. L. L. U. D. U. a simplified Space Invaders. U. R. U. Strategy is to shoot out the two middle rows of aliens and let the outer two rows go down off the screen. L. U. L. The object is to put the small red box into the big red box. D. R. U. R. L. D. Don't even think about playing this game with the mouse. The first. R. U. D. L. U. D. You will still be there tomorrow. L. U. U. There are five levels of increasing difficulty. L. D. U. R. L. L. R. L. D. D. R. R. R. R. U. D. L. U. R. D.) Power up the two games and play them. 1D. U. R. R. U. R 4U. U. R. R 2R. R. They won't re-appear. L. Keyboard controls are Space to shoot and left-right arrows. R. U. U. D. R . U. R. Life's Ups and Downs Give him the batteries. You see that there are four possible floors. Click on the robot vacuum to make it drop a light bulb. combine the bandage and batteries. L. U. D. Go to the elevator door and press the call button. R. R. L. L. L. L. D. D. U. R. Whoo! That's some snazzy elevator. L. You can either jump down the reservoir and repeat the lift-platform scene and go through the greenhouse. L. L. where you want to go now. you can't put it in the "wrong" one. Return to the City Centre and purchase two batteries from the vending machine. L. L. U. R. you now have two coins. L. R. Open the controls and insert the light bulb. In inventory. delighted his little one is active again. you need to stretch up and pull the top leaves of the plant aside. Nice plant. L. Floor 1 is where you are. U. D. L. R. R. U. L. R. D. R. In order to learn the correct setting for Floor II. R. where you shinnied up the pipe. U. L. L. R. You see a star pattern. D. R. D. L. OR go down the stairs to the left and shinny up the same pipe you slid down to get here. R Having won both games. R. (There are two places for the bulb. D. U. D'oh! Guess which one's easier. R. Collect the light bulb. R. L. L. D. R. R. R. R. R. D. U. R.) .5U. and he steps aside. U. L. You need to take the batteries to the big guy at the broken bridge. L. U. R. at the big guy's location. R. D. D. Floor -1 is beneath the tavern (and the poker game and the kitchen/prison) Floor II is the top of the tower. U. L. Floor 0 is mid-tower. U. Go next to the elevator controls and inspect them. D. Pick some soil out of the plant and sprinkle it on the floor. and use the grappling hook on the toilet. Look down the toilet. He tells you how he was captured on Samarost. Go to the electric box next to the bathroom door and click on it. and send the vacuum into the bathroom again. (5 to 6 is not shown because I'm not fast enough to capture the shot) Exit the elevator and you are in a fancy lobby. turning the power off. Oh no! There's that bomb we saw the big oaf carrying up the tower. You can talk to the little robot bolted to the wall above the stairs. the bathroom. On the wall is the control for the vacuum. Pull the lever down four times to send the vacuum into the bathroom. Return to the control and pull the lever up twice. Jump up onto the vacuum and use the scissors to cut down the chandelier. Go in there and jump atop the vacuum in order to stretch up and reach the scissors. Follow it in there. Go to the far left in the lobby. Now it's a grappling hook. he got soaked at the poker table. Enter the door to the right. Turn the power back on.Click on the bulbs in the sequence indicated. Don't worry about him though. to position the vacuum under the chandelier. Jump down and use the chandelier on the vacuum. . Click on the bomb to swing toward it. He seems to be in charge. Trace the wires to see which fuse they actually go to.Go to the controls and pull the vacuum out of the bathroom. Here is the solution provided by Amanita: . You discover that the wiring is mixed up and you need to put it in order.this is your payback for tangling those wires!) Whew! Having saved the world. etc. According to the instructions inside the door. Go see what happened. You have pulled the toilet from its mount. Talk to the bobble-headed robot. Use the paper dispenser to descend. 1 should connect to A. Go to the shuttered machine at the far left and open it. leaving a gaping hole in the floor. (You can leave fuse B where it is) and interchange the others as shown: You only have four minutes. (heh-heh . Now you get the whole story of how you got taken to the dump and your girlfriend was abducted. These two puzzles are tough. you can now go up the stairs in the lobby. . and the pistol chamber. you can only pick up a free life if you have lost one of your five lives. You will see some bots on the way to the key while you are still unarmed. A few of them are larger. A little number at the top left keeps count of the remaining demons. they are kind of slow-witted. There are multiple free lives strewn throughout the maze. Just remember to return to that path after you get the gun. Refer to the following map . there is no exit to the maze. Just whiz on by them. and you are in a maze (I hate mazes. and require two shots. you can take the power cord. did I ever say that before?) in which you must shoot down 33 .Frustration Time Having unlocked both sides. You only get to look at a little section of the maze at a time.yes. and if they shoot at you you can always dodge the bullet. you succeed when you have found and destroyed all 33 demons. Use it to connect to the big robot's brain. You must first find the key to umlock the chamber where the pistol is hidden. By the way. Thirty-Three little demons. .It at least shows the route to the key. click on your friend and she will lock the steps in place. Return to the elevator and insert the bulb into the control. also breaking up that poker game. and you are underneath the tavern. As soon as the steps extend. Go outside and play the tune on the gizmo. and examine the gizmo on the wall to the left. the key does not fit the padlock. No. and go clockwise. Enter the elevator and use the key to open the panel on the right.0 and 108. Exit the tower to the outside. and allowing you to rescue what's-her-name. Go right and take the hammer. Exit the elevator. Take the can of liquid nitrogen and return to the padlock. Use the hammer on the little glass and take the key.At the finish. Freeze the lock. then whack it with the hammer. . you will be stuck without knowing the sequence some other way. but if you are deaf. Make the sixpointed star by starting at the top. It breaks. you receive the final light bulb as a reward. Listen to the musical clue. The elevator descends to the lowest possible position. Climb to the top of the dome and fly off into the sunset. It's easy to reproduce. Remember the two frequencies 7. Go inside and tune the radio to those frequencies. skipping two bulbs each time. You end up in the tower again. 2. Walkthrough copyright 2009 by Tally Ho. (Be sure you have tied the wire to the railing before completing the slider. 4R. 3. 1D. 9L. 4. as it usually does. 9L.Oh yeah . 7U. 5R. 6D. Solution to the Slider Puzzle Leave the missing piece in your inventory for now. You must click and drag. 5U.click the prongs in this order: 1. 2. 4R. 7U. 5. 3. 5R. 8L. 5R. 6D. Note that just clicking on a tile won't move it. 9L. 8U. Number the slider positions thus: 1 4 7 2 5 8 3 6 9 Move the tiles as follows: 2R.) . Insert the missing tile into the #1 slot and the electrical connection is complete.