Hello there! Whether you just want to make sure you missed a silly gag, you're stuck on a specific section, or you're reading this a few days before judging of Spring Thing is due, or you're playing the game well after--welcome, and I hope this walkthrough helps without spoiling too much! I wanted to try to weave the story in without making it too big, so you didn't feel like you were just typing commands, or maybe you could see one last hint before revealing the answer. If you're really worried about spoilers, you may want the HTML version, which has expandable InvisiClues. If you're the technical type, you can use the command type roil-thru.txt | grep "^>" | sed "s/>//g" To delete my comments and have commands you can cut and paste. Any comments on this game, or transcripts, can go to blurglecruncheon@gmail.com. Well, they can go to ned.yompus@gmail.com, but they might sit there a while. Andrew Schultz -------------------------------------------------------------------------------------- I recommend that you search for the section you want to visit--this document is divided that way. Also, I don't cover Last Lousy Points in any section. The INTRO has two ways through. But there are things to do first. >OPEN DOOR >5 >Y You fall asleep and then wake up. How do you get a light source? >LAMP The letter from Old Man Almond is a hint. More precisely, the letters in the letter. Which contains a recoded decoder -- or a revised deviser. There's a pattern here, so the latches become a... >SATCHEL (This can be done later. But if you put it off, you get stuck in a room til you figure it out.) Now to get out of your study. >STABLE >RAMP >D Or you can go >BASEMENT >D Oh no. You're under the gun. Err, the rifle. >FLIER You can leave Elmo alone, if you want. >2 >Y You have made it to the Trips Strip. That is the central hub of the rest of the game. There are a lot of stores, but the game should note which are the most interesting for your purposes. You need to complete two of them to be able to open up Store T. You can use the item that falls out after two wins to "ZAP" the other stores--or the portals you created from them--in order to skip them. But one way or another, the Trips Strip must be clear of portal stores before you enter Store T. The basic flow of the game, then, is as follows. manor -> others -> 2 of (p u v w y) -> t. K/N is an optional puzzle we'll go through now. It's optional because of the slang involved and because it's a silly, minor joke. Store K can be entered. Store N holds someone. They are related. NESTOR is the guy in store N. TOKERS are the people in store K. >ENTER CLOUD Now, a clue is how the tokers spoke. What did they use while speaking? Adjectives. You can look around at Studio E and the 'I Used To' pamphlet to figure you need to go... >OUTSIDE And you get something for later. The optional stores are organized starting with the easiest, with the final Store T coming last, so you may wish to search for Store P/U/V/W/Y if you don't want to be spoiled by scrolling. I think I've put in enough carriage return buffers. Also, if you are curious about the main "theme" of each store, I have it in ROT13 below. P = vagrewrpgvbaf U = cercbfvgvbaf V = cnffvir ireof W = nqwrpgvirf Y = npgvir ireof T = nqireof Store U is the one with the fewest puzzles to win. >ROUTES >ROUTES What is going on here? You can't go in any direction, your compass just flips around, and you can't even enter the places listed. Perhaps the church sign provides a clue. You shouldn't need the letters settler, though you can flip the letters on the church sign for an additional clue in cheat mode. The Worst Ad is a Last Lousy Point. If you examine the bench, it's a giant's. >AGAINST Duck his elbow. >BELOW Climb up on the bench armrest and hear his tirades. >ASTRIDE How to get the pipe soot? >OPPOSITE The church sign says DIE SIN or SIN DIE. And going IN doesn't work. >INSIDE Hm, a list of stuff on the wall. Maybe the stuff is in the other locations. >EXIT How to get into Pat's? >PAST And what to do about the seed pit? >DESPITE Yay, mushrooms. >EXIT Oscar's? >ACROSS Runed book? >UNDER >EXIT >IN (INSIDE can work now that you've gained the priest's trust) >EXIT The Big Thing Form Above...it's what was supposed to be summoned, right? >FROM How do you get the crowd to help you where to go next, around the bean? >BENEATH This cavern is unlit. >UNTIL So you need to find Orandu Logan. >AROUND >ALONG Now, you have four paths The hit win button Ben hid... >WITHIN or >BEYOND Thor (giving a hug) or the New Beet... >THROUGH or >BETWEEN Store V holds troves. >TROVES >ENTER TROVES Oh, look, you get a self-help book about thinking right! And how, if you think right, doing the right thing will come naturally. You're paralyzed by the hustle and bustle of the city and all that modernist stuff. Since the game mentions you can't do anything actively, and you need warmth and heat, you can... >HATE Oh no! Hate blinded you to your wallet getting stolen! But you can't race because you don't feel up to it, yet. >CARE Well, there are only two words in the description. You need to find something. Examining anything specific doesn't work. If you wait around, the game claims there is nothing obverse. Or that you may need to look for something obverse. >OBSERVE >SPOT Oh no! An evil bee, so near! You only need to turn it into a vile bee. Do both and it's a live bee. So either of the two below will work. Using both gets you an extra point, so why not? >REASON >BELIEVE Now you need to get in the cellar. You saw how the thief got there, but you can't remember. >RECALL You've hit rock bottom, and you need to bring yourself up. >DESPAIR You believe you can lead, but you can't. >DEAL One of two below again. You want to reside somewhere better. >DESIRE You want to go west, but it's for people who want to be better. People whom PRAISE RIVETS, as the statue of Dr. Al Dumpton says. >ASPIRE or >STRIVE What, you think you can just walk west? Focus your thoughts! >STEW Wow! An office. Now you need to focus on your region! >IGNORE You may be able to figure what to do with the lager, but it's a Last Lousy Point. Then you need to do one of the two below to have confidence you can do your job. There's the lobster and the photograph of the stream. >MASTER or >BOLSTER What to do now? To be worth your salt? >LAST You're tired. You'd rather be that -singer-. >RESIGN Store Y holds an action-packed bar. It looks like you need to get rid of the doorfish to start. You need to perform two of three actions on the jukebox full of tunes, the stein and Casper. >UNSET >INSET >SCRAPE Yes, this section means active verbs. How to get out of Marc's? >SCRAM Stupid clam. >CALM You can't just go across thinking you're going back. If you cross a river... >ARRIVE Protect that trout! >SCRAP (with the CARPS, or SPIKE the pikes) >E The eeks are loud. Someone's upset the trout is hurt! >SEEK Help the trout not get beaten up later. >TUTOR TROUT Now Aunt Tuna is happy. What's in the drawer? >REWARD The bubble wrap can't be popped one by one. >WARP Be a good guest. The food isn't bad. >EAT TEA >W >N The skis are blocking the door. >KISS SKIS The knob is jammed. >BONK KNOB You keep getting hit by a crate. >TRACE >REACT >IN The heaps are boring to search. But they inspire your artistic side. >SHAPE >OUT The mined denim is an ol' trap. >PATROL >S >W Did you examine the arches? How about examining more thoroughly? >SEARCH ARCHES The two paler pearls fit to become a general gleaner...which is too small to read. >ENLARGE >X GLEANER >N People are watching you and not watching you. Maybe you can frame them. >BURY With the ruby buried, you can summon the ghost, now. >S >E Okay, you need to dig up the spirit... >UNEARTH What's this? He's a sausage? Well, there's only one way to calm him down. >ASSUAGE >W >N ...and show him where the ruby was! Of course the weaselly walleyes dug up the ruby after you buried it and are enjoying their spoils. The ghost scares everyone away. >IN The lever can be used. Sort of. For a Last Lousy Point. But here is what you really want to do, in Oyster D, futzing with the red toys. >DESTROY Don't worry, the place is deserted, because the ghost scared everyone off. Store P can be entered, too. >PRESTO OPEN SUITCASE ?? You can eat the crust for a clue in the next zone. >ENTER VORTEX That lamb is too scared to move. Or not scared enough. >BLAM The volt maze is not worth going through. But if you do, you meet a guy named Lev Matzo, then Matzo Lev. This should give you enough clues for... >MAZELTOV Can't get over the hump to the west? >UMPH The silver urn and gold censer are properties of the Gun Lord. They seem to blend together... >GOLDURN >E >S How to get the star? >RATS What to do for the dart? >DRAT >S Oh no! Rickey and Leo are too big to beat physically. Rope-a-dope time. >OLE >CRIKEY But they might be good in another fight. Be nice to them, now. They aren't really washups. >WHASSUP >N >N Get rid of the plebe. (?? with leo and rickey) >BLEEP >E Gun doesn't go boing? >BINGO >PUT DART IN POPGUN >W >N Hm, fight to the north through ether. >THERE >N The ice won't thaw unless... >WHAT You need to ditch Rickey and Leo. Three ways--choose 2. >LATER >SO LONG >TOUGH >N Read the book a few times. The clock sap can be cleaned up. >CAPS LOCK Everlasting gum? >MUG Giant flea? >LEAF Disk with a compression algorithm? >SKID >PUSH SKID S >G >G How to get the yak bored? (??) >PUT LEAF ON SKID >PUSH SKID N >G >G You need fuel for thought. >COLA And a place to rest. >FUTON And a monitor, or... >SCREEN >PUT SCREEN ON TABLE Now the drab yoke can make a keyboard that will slip off the yak, who is asleep. >SHOW BOOK TO YAK >KEYBOARD Okay, put it all together. >DISK >PUT DISK IN DRIVE >PUT KEYBOARD ON TABLE Probably use the futon. >SLEEP What's the orange button really mean? >PUSH REBOOT Final stuff? >PUT CAPS LOCK IN KEYBOARD Read the polemic. >COMPILE Oops. Doesn't quite work. >DEBUG Store W is the toughest store to clear. Or the longest. >TOWERS >ENTER TOWERS Now, a clue is what the towers inspired. Adjectives. That gives you a clue what to do with the present serpent. >DOCILE >GET TOASTER The next part doesn't need to be ALL done. You can deep-six all but, uh, six of the guardians. (Leave an H shape. Or an I.) >N If you want to see a map in the Scope Copse, >X COPSE It updates as you knock off guardians. You can check this after your first challenges. Neural pain from the pulses? >UNREAL The gnome is greedy. >GREYED The giant green banana is unripe. >PUNIER >N You won't win a fight with someone muscly. >CLUMSY That robot has been rewired to conform. >WEIRDER >N The nebula is effective, until it's... >UNABLE From sweatier to... >WEARIEST Why not get rid of the papery yapper? He's probably not happy being the angriest, anyway. >ANGSTIER You can go north now, to see a duck who needs a friend, or west for something to help you cheat, but you don't need that. ?? >E Your next opponent is alarming. >MARGINAL >S The man who is not Flemish just wants to be... >HIMSELF The ghost of the terrible poems has been released! >RESEALED Oh, look, items. Why not? >GET DAGGER AND SAVER The Saver is a tape recorder, of course. >W >S >W >PUT DAGGER IN RAPIER REPAIR Ooh, an I-ZOMG Gizmo! Much more useful than a dagger. >E >E The salesmen are dandier and get energy from their clothes. >DRAINED >E Stupid yurts. >RUSTY These guys are organised. >GRANDIOSE An admirer has a crush on you! >MARRIED >E Dr. Yow is imprisoned! What could he become? >WORDY >PUSH RETAPE Okay, you have his voice on retape. >W >W >W >N >N >N >PUSH REPEAT Now the duck will follow you. >S >S >S >E >E >E You don't have a key. What can you use? The duck is still lone! >UNLOCKED >W >N >N Okay, the kid is here. He wants to build something but could use a mentor. >ASK KID ABOUT DOCTOR >S >S >E The kid won't listen to Dr Yow as is. He is too intimidated. >ATTENTIVE If Dr. Yow is wordy, he gets boring. Not inspiring enough. >ROWDY >W >N >N The kid wants to make something but doesn't have any tools. >GIVE GIZMO TO KID Still the jetskis aren't perfect. You have 3 ways through this. You can tune up the blaster or stabler or both. Blaster: >STABLER Turbos: >ROBUST If you only do one before you >TAKE JETSKIS You can't tell which shore is which! The Eastern or the Northern! Well, you guess, the eastern. >NEAREST Sir Rodney the Droney blocks you. Depending on his compatriots, you'll need different commands. Terrance >RECREANT Leander >LEARNED Demitri >TIMIDER Marlon >NORMAL Daryl >LARDY Geno >GONE Tyson >STONY Preston >PRONEST Eldon >OLDEN Shane >ASHEN Edwin >WINED Cedrick >CRICKED Ernest >TENSER Reggie >EGGIER Andres >SNARED Andrew >WARNED Blake >BLEAK What to do with Rodney hanging around? >YONDER Old Hat Daltho needs attention. He gives you a clue. This is actually optional, but he is a big help. >DINGY He is spectacled, avuncular. But it's more how he seems than what he says. The final puzzle. It's a big one! How can we restore the Curst Palace to something superlative? >SPECTACULAR Store T is the final store. >OTTERS >ENTER OTTERS You can manage only the weakest type of words. What is the weakest part of speech? The adverb! You need to get rid of that barley. >BARELY The former yielder speaks boomingly. >REEDILY >W How to help the maiden/damsel? These are three of many responses as the creeps cycle through their attempts. >SNIDELY >IRATELY >TEARILY >W Now, with the help of the analgesic, you know Merle and Elmer aren't just annoying, loud and long-winded. They're evil. You can make Merle and Elmer less annoying with a well-placed word for another Last Lousy Point, if you want, but I'll let you figure that out. >E >N The sea cube and the eels--but you only have weak words. >BECAUSE >ELSE >S The next part with Mr. Lee is optional, but it's an alternate solution. Longer words, though. >S >ALTHOUGH >HOWEVER >N Okay, back to the main line. >E >N The imp needs to be provoked. There are three ways, based on his description. >ANGRILY >BRUTELY >N The owls will kill you! >SLOW The other animals follow this, uh, mechanic. You only need three of them, but why not get all four? Leopard, Ocelots, Satyr, Badger. >PAROLED >COOLEST >ARTSY >GARBED >S >S >S You need to get by the tallyhoing. Three ways to do that. >LOATHINGLY >TERSELY >S You need to fix that raptor. >PARROT Nails, thrones, pines, corona. You actually only need three of these. >SNAIL >HORNETS >SNIPE >RACOON You have enough allies now. Time to kill the hardy hydra. >N >N >W >W >W >PLAY WHISTLE >QUICKLY And you have reconquered Yorpwald! I hope you enjoyed this. Note: "Others" is below. It assumes you start at the Trips Strip. >OTHERS >ENTER HOSTER The next bit requires you to go through some hoops to figure out what fruits there are. Once you have enough fruits for Curtis, he rewards you. >PEARS >PLUMS >GRAPES >X DRINKS STAND >LIMES (There are longer puzzles and fruits, but this is the easiest way through.) So Curtis gives you a moss cap, which doesn't work as well for telling directions as he says, but it can become a >COMPASS Now you know which way is which! >N And now the three areas on the side lead somewhere. Basically, the purpose is to figure what is different from the last game, or how the anagram puzzles may be arranged. Some of the puzzles are more difficult than others, and really, you need to solve only one. But I will go through them all. You can go past the Gates Stage at any time. The Clangier Clearing to the east is my recommendation. It has a lot of potential puzzles, so it's easier to stumble on an answer. >E The peach looks tempting, but it's too pricey. >CHEAP The lemons and melons, lumped together, are so overpriced you want to frown. Scanning the melon with cheat mode on can give a hint. >SOLEMN >SOLEMN The nectarine and tangerine are fruits, too. >ANCIENTER >ARGENTINE The fellow with the fruit behind his back is tougher, but there are two clues for the right adjective. >REVERSED >W Mr. Ice's Crimes has three little puzzles. You'll need to do some pretty sneaky stuff, here. >D How to get the orange? >GO NEAR You can walk up and north now that you've got the hint, or you can try a little more. So what about the blackberries the slacker has? Blackberries - slacker = ?? >BRIBE (No noun needed.) You can advance now, but let's get our points. The bucket is a silly puzzle. Yellow and golden stuff. What do you nab? >NAB AN A So you had to figure three verbs there. Let's go west, finally. This is not an easy puzzle, and as such, you may want to skip it. The chimney needs something which you may be able to guess from the instructions. >U >W >PUT PEAR IN CHIMNEY >PUSH MEGATON So you have a two-phase puzzle here. And incidentally, you must solve the second in the Filed Field. POMEGRANATE gets rid of the pear. But what about the repeat button? If you take POMEGRANATE - REPEAT, you get MANGO. But you don't know where to look. And you don't know which part of speech to use. >AMONG Now to get past the gate. >PUT PLUMS IN SLOT Nutrition for the journey ahead! >EAT TARTS >N