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- 15.> This one comes up with "Light piece from great orchestra."
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- The answer is hidden in "greaT ORCHestra." And it's a light
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- piece. So you need a torch. There's one on the altar in the
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- Chapel. Go touch it, and you get a scene with Chuck dropping
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- off a dead body at the Mansion. Great. Well, now you get
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- another clue..."cheesy object that sounds larger." Larger...or
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- greater. Cheese grater. That, of course, is in the kitchen.
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- Go over to the butcher's block, and you'll find a series of
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- eyeball plates arranged around a pentagram. This is another
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- puzzle. The object is to create five stacks of two plates on
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- every point of the star pattern. A plate must jump two plates,
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- stacked or not. Once moved, a plate cannot be moved again. At
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- least this one HAS a solution. Assume the plates are arranged
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- like this: (1, 3, 5, 7, and 9 are the five star points)
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- 10 1
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- 9 2
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- 8 3
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- 7 4
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- 6 5
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- Then, do the following. Move 8 to 1. Move 6 to 3. Move 10 to
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- 5. Move 4 to 7. Move 2 to 9. That's all there is to it. Now
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- turn right and look at the stove. There's a bloody cheese
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- grater there. Pick it up. COOL! Crawling, severed fingers!
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- Nice effect! Then the GameBook beeps, and you get another clue.
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- 16.> "500=100=0" Those of us who are mathematically inclined
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- will say, "boy, is THAT a dumb equation." Consider, though. 0
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- is a round object. 500 in Roman numerals is "D," and 100 in
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- Roman numerals is "C." So "D=C=round object," or "D is C is
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- round object," or, if you will, "DISC is round object." So you
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- need a disc. Head up to the lab, and check out the small table
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- next to the French door. A case for...believe it or not..."The
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- 7th Guest." Good grief, talk about advertising! You get
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- another short video clip. Then you wind up with another clue,
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- "Blend a teapot shot and the pearlies won't rot." Teapot shot
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- is an anagram for "Toothpaste." So go to the Bathroom (no, I
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- mean WALK to the bathroom) and check the sink. Touch the
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- toothpaste and it turns into a big green bug. Ick. Now the
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- GameBook gives you yet another clue. "Slyness holding shipment
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- in choppe?" Note that "choppe" is spelled in French style.
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- Sly...can be "guile," and a holding shipment is a "lot." So,
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- "Guile lot in choppe." Guillotine. Head off to Hamilton
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- Temple's room. You'll find a cube on the bookshelf in there,
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- which is yet another puzzle. Click on it. Your mission is to
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- get a path from one "arrow" face to the other. The trick here
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- is that the number of pips aren't really numbers, they indicate
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- direction. The direction you choose...defines the meaning of
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- the die face from which you move. So, basically, let's say you
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- start with a the four. Then you click on the one, to its right.
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- From now on, whenever you click on a four face, the next move
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- must be to the right. So, here's one solution (there's
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- several). Start by clicking on the four above the first arrow.
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- Then click on the three above it. (So four="up"). Then click
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- on the six above and to the right of the three (so three="up&to
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- the right"). Then click on the one down and to the right of the
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- six (so six="down& to the right"). Now click on the five to the
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- right of the one (so one="right") Finally, click on the three
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- below the five (so five="down") The puzzle will solve itself
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- from there (because the three will send the path automatically
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- up and to the right to another three, then up and to the right
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- again to the one, which shifts it right to the three, which
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- shifts it up and to the right...to the exit arrow). Now go
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- touch the guillotine...it slices down, but doesn't get you.
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- Then the GameBook has another vid sequence...this one of
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- Eileen's hand getting caught in the Mansion gate and...well, you
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- don't need to know the details, do you? Anyway, you'll get
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- another clue then..."Poor drainage could still produce a flower."
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- 17.> "Drainage" is another anagram...for "Gardenia." Go to the
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- top of the stairs and look at the painting...yep. The big white
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- flower on the left at the bottom is a gardenia. Click it.
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- Nothing seems to happen, but you'll get a message as you start
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- to walk off. After a while, the GameBook beeps again, with
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- another clue..."Sounds like it got higher from wine." Got
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- higher...it "rose." Rose wine. But what you need is a rose,
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- the flower. Go to Martine Burden's bedroom. Go to the table
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- with the pyramid on it...it's another puzzle. For this one, you
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- have to click on letters. You must reveal two fifteen letter
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- words, and once a letter has been chosen, you may not pass
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- through that letter's space again. The outer corridor will
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- always remain open. After you do the first word, different
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- letters reappear to let you get the second word. Okay, the
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- words you want are "UNINTENTIONALLY STRAIGHTFORWARD," so here is
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- the order to click on the letters in:
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- (First word):
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- 13
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- 4 6
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- 3 7 12
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- 14 8 11 5
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- 15 9 10 2 1
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- (Second word):
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- 11
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- 5 12
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- 4 6 1
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- 14 7 2 10
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- 13 15 8 3 9
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- Anyway, once you finish, go over to the vanity...and there's a
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- rose in a vase on it. Click on it, and a petal will fall off.
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- You turn around and run into...Martine Burden. Well, this is an
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- interesting little scene...and she just fades out afterwards.
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- Sorry, folks. I always thought she was a serious babe anyway.
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- Then the GameBook beeps again. Check it, for another clue (big
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- surprise).
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- 18.> "What kind of jewelry is angrier?" Well, well, another
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- anagram. "Angrier" is "earring." So head off to Julia Heine's
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- room. Go for the jewelry box. There's another puzzle, this one
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- in the pendant. The rules are simple: Each gem must be adjacent
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- to a gem of a matching color. You can rotate a cluster of gems
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- or swap positions with another cluster. So, here's a solution.
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- If the pendant is set up like this:
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- 1
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- 6 2
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- 5 3
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- 4
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- Then, swap 3 and 4. Swap 3 and 6. Swap 3 and 5. Then turn 6
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- twice, 5 twice, 4 five times, 3 four times, and 2 twice.
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- That'll do it. Next, go over to the vanity and pick up the
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- earring. You'll get a sick little sequence with a ripped-off
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- ear bleeding rather profusely. Nice. Then, guess what, the
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- game book beeps again. This one comes up with "You might hear a
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- well-mannered Cockney with a 60's hairstyle." Well-mannered
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- could mean how someone behaves...and a Cockney accent would make
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- that how someone "behoives," and a 60's hairstyle is...a
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- beehive. So you need a beehive. Go back up to the Attic and
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- click on the door past the staircase (you know, where ya finally
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- beat Stauf in the 7th Guest?).
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- 19.> Up here is a blasted-out room. And a little beehive
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- honeycomb on the floor, which winds up with blood and honey in
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- it. This is another AI puzzle, and doubtless, fans of the 7th
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- Guest will recognize this as the goddamn cell game from that
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- one, except this time, Stauf has the blood and you have the
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- honey. Globules divide into two when moved to an adjacent cell,
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- and jumping two cells moves the globule without replicating.
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- Honey absorbs adjacent cells filled with blood, and vice versa.
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- Listen up, folks. Stauf responds in the same way you hit him.
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- Be aggressive, and he does the same. Play defensively, and he
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- does the same. There are 60 cells total, and you need 31 to
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- win. So, it's even WORSE than the lab puzzle from 7th Guest.
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- There is no set strategy, and it is a MAJOR pain in the ass.
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- So, to be simple, once you get frustrated, just let Samantha do
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- it...hell, it might even take HER a couple tries, but
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- eventually, she will beat Stauf if you just keep punching the
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- button. When you finally beat it, you'll get a long video
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- sequence, which shows a LOT of info about what's been going on
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- here...and an interesting thought. The house is alive, an alien
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- creature. It raped both Eileen and Samantha. Samantha had an
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- abortion, which left her paralyzed, but Eileen gave birth to
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- Marie...a daughter of the house itself. Eww. I don't even want
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- to think about that one for too long. Anyway, that triggers the
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- end of the 9 p.m. hour and the start of the 10 p.m. hour.
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- 20.> You start off with a clue...big surprise..."Instrument is
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- sharp, but missing its head." Well, it's an instrument. And
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- it's "sharp," but missing its head...the first letter. So you
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- get "harp." That's in the music room, way downstairs. Great.
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- Head down there, and you'll find that the piano is blocking the
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- harp. On the mantle is a small game with all sorts of
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- furniture, and a piano. The idea is to move the pieces around
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- until you can move the piano off the board. This one is ROUGH.
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- Anyway, figure the pieces are arranged like this initially:
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- 1 (lounge) 10 (piano) 2 (lounge)
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- 6(chair) 7(chair) 8(chair) 9(chair)
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- 4(lounge) 3 (table) 5 (lounge)
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- (It's tricky to look at it like that, but consider it as on an
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- angle. You only have two squares open, those to the "south of,"
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- or "down from" the endtable.)
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- 3 towards the right side of the board, 7 towards the right side
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- of the board, 7 away from you, 6 away from you, 6 towards the
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- right side of the board, 4 towards the left side of the board, 3
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- towards you, 7 towards the right side of the board, 6 away from
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- you, 4 away from you, 1 towards the right side of the board, 1
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- towards the right side of the board, 10 towards you, 8 towards
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- the left side of the board, 8 towards the left side of the
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- board, 6 towards the left side of the board, 6 towards the left
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- side of the board, 7 towards the left side of the board, 7
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- towards the left side of the board, 5 towards you, 9 towards the
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- right side of the board, 9 towards the right side of the board,
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- 2 towards the right side of the board, 2 towards the right side
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- of the board, 8 away from you, 6 away from you, 10 away from
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- you, 1 towards the left side of the board, 1 towards the left
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- side of the board, 4 towards you, 7 towards you, 7 towards the
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- right side of the board, 10 towards the right side of the board,
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- 8 towards you, 8 towards you, 6 towards the left side of the
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- board, 6 towards you, 2 towards the left side of the board, 2
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- towards the left side of the board, 9 towards the left side of
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- the board, 9 towards the left side of the board, 5 away from
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- you, 7 away from you, 7 towards the right side of the board, 10
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- towards the right side of the board, 8 towards the right side of
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- the board, 8 away from you, 1 away from you, 4 towards the left
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- side of the board, 4 towards the left side of the board, 10
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- towards you, 9 towards you, 9 towards the right side of the
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- board, 5 towards the left side of the board, 7 away from you, 9
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- towards the right side of the board, 10 away from you, 4 towards
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- the right side of the board, 4 towards the right side of the
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- board, 1 towards you, 6 towards you, 8 towards you, 2 towards
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- you, 5 towards the left side of the board, 5 towards the left
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- side of the board, 10 away from you, 8 towards the right side of
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- the board, 8 towards the right side of the board, 6 towards the
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- right side of the board, 6 towards the right side of the board,
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- 1 away from you, 4 towards the left side of the board, 4 towards
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- the left side of the board, 8 towards you, 8 towards the left
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- side of the board, 3 towards the left side of the board, 9
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- towards you, 9 towards you, 7 towards you, 7 towards you, 10
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- towards the right side of the board, 6 away from you, 6 away
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- from you, 8 away from you, 8 away from you, 3 towards the left
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- side of the board, 7 towards the left side of the board, 7
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- towards you, 10 towards you, 10 towards the right side of the
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- board. 90 moves, and the piano is off the board.
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- ALL RIGHT! Turn around, and note...the piano is now gone. You
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- can go touch the harp. Then the GameBook beeps with another
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- clue. This begins a good string of stuff without a puzzle.
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- 21.> "A defective truck with a crane makes for a ball-busting
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- ballet." Truck and crane is an anagram for "nutcracker," but
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- for a good laugh, hit the Help key three times to hear Samantha
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- get a bit embarressed by the clue she gives out. Go upstairs to
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- the hallway and touch the nutcracker on the floor in the corner
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- down at the far right end of the hall. It animates for a
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- minute, then you get another video sequence...with Marie and
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- Chuck. Then you get another clue..."Look at key missing first
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- misprinted label." Key missing first...is ey. Then rearrange
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- the letters in label to get eball, and you get...eyeball. The
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- "look at" is also a clue. Go into the Game Room and click on
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- the little cue ball, painted like an eyeball. It spins around,
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- with cut nerves and blood...ick. Then you get ANOTHER
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- clue..."Disabled cutting edge." Hell with it. Without
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- explanation, you find "blade" inside "Disabled," which also
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- reflects the "cutting edge" bit. So you want a blade. Go into
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- Temple's bedroom and click on the hunting knife in the headboard
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- of the bed. You get another video, this one with Chuck
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- stabbing...something. Great. Just what you needed to see.
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- Then you get another clue, one of my favorites..."Unreasonable
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- reason." Unreasonable can mean crazy. A reason for doing
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- something is your motive. So crazy motive... or loco motive.
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- Go to the attic and touch the toy train. A neat little sequence
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- follows, and then you get yet another clue. "Paper used in
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- unusual theses." Theses mixed up is "sheets." Go to Martine
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- Burden's room and touch the bloody part of the bedsheet to get
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- another video sequence...this one with Chuck getting pulled into
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- the house with a bloody corpse. Then you get another
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- clue..."Adriot holding a sharp instrument." Well, this time
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- it's a different blade. Adroit means "clever." So the clue is
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- actually "Clever holding 'A'...sharp instrument," or "Cleaver."
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- Go to the kitchen and grab the meat cleaver embedded in the
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- door. Then you get a wonderful scene with Julia Heine (looking
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- younger than before), Chuck, and Stauf...and Chuck finally gets
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- the cleaver in the head. YAAAYYY!!! Of course, then you get
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- another clue from the GameBook. This one is "A desserted
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- Arthropod." An Arthropod is a type of crustacean. And it's a
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- dessert. Go to the Dining Room, and note the cake shaped like
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- a...yep...a Trilobyte. That's the AI puzzle for the end of the
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- 10 p.m. hour.
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- 22.> When you click on it, you wind up in a game of Connect
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- Four, with bonbons. You're playing against Stauf. The whole
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- mission is to get four of your bonbons connected in a row, four
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- connected in a column, or four connected in a diagonal before
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- Stauf does. THIS time, however, I happen to have a winning
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- strategy, but it all depends on Stauf's first move. There are
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- eight available columns, as follows:
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- 1 2 3 4 5 6 7 8
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- Always start in column 3 or column 6. If you start in column 3
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- and Stauf then opens with column 5, you've got him. If you
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- start in column 6 and he opens with column 4, you've got him.
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- Otherwise, I'd suggest you just reset the puzzle...or play him,
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- if you want the fun. Anyway, let's say you get the first
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- situation (you pick 3 and he takes 5). Play in this order,
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- using the columns above as a guide (the odd-numbered moves are
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- yours):
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- 6
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- 4 8
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- 3 7 10
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- 9 11 1 5 2
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- In that one, you win on the 11th move. Now, let's say the
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- other situation happens; you start in 6 and he takes 4. Play in
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- this order, using the columns above as a guide (once again, the
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- odd-numbered moves are yours):
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- 11
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- 10
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- 14 8
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- 12 4
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- 5 3
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- 6 7 2 15 1 9 13
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- You can win this one fairly easily. Then you get another long
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- sequence...Chuck stabbed the chief (who'd apparently been
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- sleeping with Robin) instead of Robin...so he got the axe. Or
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- the cleaver, in this case. And so on, up into showing Robin
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- entering the house...and the beginning of the eleventh hour. 11
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- p.m.
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- 23.> Once again, we start off with a clue. "663 264625 46 2
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- 6455466." Another telephone message, and this one says "one
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- animal in a million." Is there an animal in "million?" Yup. A
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- lion. There's a lion sculpture at the top of the stairs. Go up
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- and touch it. You'll see a scene in which Robin is attacked by
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- a cougar. She and her sister drowned a kitten when they were
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- young, apparently. Hmmph. Bitch deserves to die, after all.
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- Anyway, you then get another clue. "Drink left at sea." Well,
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- left at sea is "port." Port wine is a drink. Head to the
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- Knox's bedroom and click on the wine glass on the table next to
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- the bed. Edward Knox appears, tries to warn you, and then his
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- head blows up. COOL! Then you get another clue..."Snake, baby,
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- trap." These are all words that are associated with "rattle."
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- So go to the Doll Room. On the bureau is a wooden puzzle with
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- tinker toys and chess bishops on it. This is another puzzle.
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- You have to interchange the white bishops on one side with the
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- black bishops on the other. You can move any piece in any
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- order, but it must move along a straight line, and cannot land
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- in line with a bishop of the opposite color. Okay, set the
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- "board" up like this:
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- 4 8
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- 2 6 10
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- 3 7
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- 1 5 9
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- Where the white bishops start on positions 9 and 10, and the
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- black bishops start on positions 1 and 2. Move 10 to 7. Move 1
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- to 8. Move 2 to 3. Move 7 to 4. Move 3 to 5. Move 8 to 10.
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- Move 9 to 6. Move 6 to 1. Move 4 to 6. Move 5 to 2. Move 10
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- to 5. Move 6 to 8. Move 5 to 7. Move 2 to 4. Move 8 to 3.
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- Move 7 to 10. Move 4 to 9. And move 3 to 2 to win. To the
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- left of the bureau, check the floorboards to find a trapdoor...a
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- passage to the nursery. Search around there, and you'll find
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- the rattle. Then you'll get a scene in the nursery...in which
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- Stauf offers Robin money, power, and all that wonderful kind of
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- stuff. Then the video ends...and you get another clue.
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- 24.> "A letter from Greece is quite a number in Rome." Those of
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- you who know the Greek alphabet, raise your hands. Okay, one
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- Greek letter is XI, which is...guess what...eleven in Roman
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- numerals. Go back to the grandfather clock and click on the
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- eleven on the clock face. You get a long video in which...well,
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- we find out, sort of, what happened to Robin. Sort of. Then
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- you talk to Samantha again, who tells you to get out now...she
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- says you can't win. Not what you wanted to hear. Then the
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- GameBook beeps again with another clue..."This eight letter word
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- has "K-S-T" in the middle, in the beginning, and at the end."
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- But that would be nine letters just for the KSTKSTKST. Stupid
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- sounding, but it's another trick. It has "KST" in the middle,
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- "IN" the beginning, "AND" at the end. Or, "INKSTAND." Head
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- back to the Library (groan). When you click on the inkstand,
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- the pen writes down "Play in my doll house!" Head back to the
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- Doll Room, and click on the dollhouse. When you look inside,
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- you'll find that there's a little puzzle on the floor. The Help
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- button won't help you...Samantha says it's because the
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- connection is getting weak. This is deliberate, not because of
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- overusing the help feature. This is the last AI game, and
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- you've got to beat it on your own. It is, in fact, the game of
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- Pente, where the object is to get five of your pieces in a row,
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- or capture five pairs of your opponent's pieces. If you enclose
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- a pair of opponent's pieces with two of your own, you will
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- "capture" those pieces. The whole idea is to get an "open
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- four," or four connected piece of your color without one of
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- Stauf's on either end of the line of four. Get one of those,
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- and you've won, because you should be able to get five no matter
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- what Stauf tries. Luckily, when you play this the first time,
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- you get the first move...and Stauf plays rather half-heartedly.
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- After all, he doesn't mind you beating this one, considering
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- what you'll deal with next. If you go back and play again
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- later, though, he'll play much harder, and if you somehow manage
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- to go back and do it a third time, he starts looking five moves
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- ahead (nearly impossible to beat). Anyway, whenever you manage
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- to beat him, you're on to the final challenge.
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- 25.> You go on to a long video, in which you're the contestant
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- in Stauf's game show. He opens up three doors, and you get to
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- pick which one you want. Behind the left door is Marie, in full
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- "slut" mode, offering herself up for you. In the middle is
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- Samantha, in a TV set, logically asking you to choose her.
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- Behind the right door is Robin, who you've been looking for the
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- whole time anyway...and she tells you that she loves you.
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- Okay, folks, it's decision time. Who do you pick? The lusty
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- Marie? Helpful Samantha? Or your former girlfriend, Robin?
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- Hmmm. Actually, I think it's pretty logical, but here's what
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- happens for each one you choose:
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- IF YOU PICK MARIE: Basically, you wind up back at a no-tell
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- motel. You and she start to get it on...and then she turns into
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- Stauf in a wig...who then reverts to his natural alien form and
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- proceeds to eat you alive. Literally.
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- IF YOU PICK ROBIN: Things seem great, as you go off together,
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- and apparently get married. Then YOU are found murdered, and
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- Robin is found to now be president of the brand-new Stauf
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- broadcasting company. Guess Samantha was right, and she said
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- Yes to Stauf after all.
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- IF YOU PICK SAMANTHA: You have a little conversation with
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- Samantha back at her house. Then you turn on the monitor...and
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- Stauf's house burns to the ground. This, of course, is the
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- ending you're "supposed" to pick in order to truly win the game.
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-
- End of story! GAME OVER, MAN!
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