leather goddesses of phobos walkthrough
Part 1
You find yourself in Upper Sandusky, Ohio, in Joe's Bar,
to be precise. You've quaffed a fair amount of no-name
beer (at five cents a glass, who cares about names?),
and you feel an urge. You trace the urge to the region
of your bladder.
You are told that the ladies' facility is northeast and
the gents' is northwest. Okay, go in the direction of
whichever one you normally use. Yes, I said NORMALLY!
Clever, huh? This is how those subtle smahties at Infocom
get you to determine what sex you will be in LGOP. In
any case, you will find either bathroom to be filthy and
fly-specked. Moreover, each contains a stool. Get the
stool if you think it will come in handy (and no cracks
about which stool, either! It's the three-legged one).
Under certain circumstances, the stool may prove useful,
but it isn't vital.
Also, while you're in there, you might want to follow
instructions and use the Scratch 'n' Sniff card which
comes with the game. (Honest, the scents on the card really
do smell pretty close to what they're supposed to. Well,
some of them do, anyway.) On the other hand, if card-sniffing
isn't your bag, simply type, "Smell the odor,"
hit RETURN and each time you'll be told what you're supposed
to be smelling. In the case of the bathroom, it's an old
pizza slice, dubiously discarded in the corner. Finally,
before leaving the bathroom, use it. I mean the bathroom,
silly, not the pizza slice! And no prurient entries, please.
Just type, "Use the bathroom." After you have
done so, exit back into the bar and order a drink.
Usually, the bartender will tell you you've had enough.
If he does,try ordering again. You won't get another one,
of course, but Infocom has to have a little delay in the
game before you get zapped by tentacled aliens (?) from
your cozy bar into a cell. That's right, a cell. You are
suddenly, and with no logic whatsoever, a prisoner of
the dreaded LEATHER GODDESSES OF PHOBOS, whose dastardly
plan it is to invade and take over Earth for their own
sinister purposes. This bodes ill, I fear for God, country,
the old ball game, mom's apple pie, and all those other
values we hold so dear.
Oh, at this point I should interject that you start LGOP
in what is called "Suggestive Mode." In movie
lingo, this roughly corresponds to "PG." At
any point in the game, including the beginning, you can
change modes by typing in either "Tame" (ho
hum), which gets a "G," or "Lewd,"
which is "R." This, of course, permits you to
play the game all the way through in any of three modes,
not to mention as a male and/or a female. If this is confusing,
well, don't fret on it. One other thing, you have to be
eighteen or over to play in "Lewd" mode. No
cheating! (Remember those tentacled aliens?)
Okay, you're in your cell and you find some things to
take: a flashlight, a painting of a stuff cat and a blanket.
Take all. Also, someone thrusts a tray containing a hunk
of brown food into your cell. Get the food (it's chocolate
candy) but forget the tray.
Evidently, one of those aliens was asleep at the tentacle
because he/she/it forgot to lock your cell door. Open
the door and go south.
Across the hallway, you find another cell door. You also
see a sign at the head of some stairs which go up and
down. The sign says, "Observation Room." Don't
go up yet. Instead, open the other cell door. (Some jail!)
Inside the other cell you find (a) a man named Trent,
if you're playing the game as a male; (b) a girl named
Tiffany, if you're playing as a female. Trent or Tiffany
will be your faithful, albeit not too bright, companion
from now on.
On the floor of this cell you spy a crumpled piece of
paper. Get it and read it. It turns out there's a seemingly
meaningless matrix of letters on the paper. The operative
word here, folks, is MATRIX. If you scan the letters very
carefully you will make out words, for the matrix is one
of those "scramble-grams." Some of the words
run backward from left-to-right, others are forward, right-to-left.
Some run vertically, others diagonally and several intersect.
In any case, encircle the words as you find them. You
should wind up with eight circled items: blender, rubber
hose, phonebook, angle, cotton balls, photo, mouse and
headlight.
For the present, you are not told the significance of
these objects. Eventually (rather soon, as a matter of
fact), you will learn what they're for. However, as with
many Infocom puzzles, all is not as obvious as it seems
with this matrix. If you are paying very, very close attention,
you will discover that its real significance is with the
letters you DON'T circle. If you put these together, you
will read the phrase, "Hissing frightens flytraps."
You are encouraged to stash this information in your memory
banks. It comes in handy later on.
Okay, leave the cell and go upstairs to the Observatory
Room. (Note: there's a basement downstairs, and one flight
up from the Observatory is the Roof of the Observatory.
The basement isn't important; the roof is.) Once you're
upstairs, go north into the tiny closet where it's too
dark to see anything. Turn on your flashlight. Now you
can see, and you notice a black circle on the floor and
a wicker basket up on a shelf; but the basket is too high
to reach.
Here, you can either drop your stool (if you took it)
and stand on it, or you can stand on the shoulders of
your newly acquired companion. Either way, take the basket.
It's a good idea to put your possessions into the basket,
too, since this will permit you to carry more stuff, at
least until you find a roomier receptacle. No? You don't
want to do that? Well, at least put the blanket in the
basket. You'll be sorry if you don't put your other stuff
in, too. When you get the dropsies, don't come crawling
to me for sympathy. Finally, stand on the circle.
Part 2
Whoosh! You're zapped away to the Jungle. Slithering
up to you through the excessive heat and humidity is a
gigantic Venus Flytrap. It looks (and is) hungry!
I've got some explaining to do so I'll pause here. First,
I should tell you that the sequence of events in LGOP
does not necessarily have to follow my walkthru scenario.
For instance, if you had gone upstairs one more flight
to the Roof of the Observatory, you would have seen another
black circle. If you had stood on this one instead of
the circle in the closet, you would have been teleported
to the Martian Desert instead of the Jungle.
The sequence isn't especially important. What matters
is that there are black circles (teleporters) located
at key locations throughout the game. You should make
a note of where each circle is situated and where each
one takes you. Otherwise, you will quickly get lost and
doubtless die and be forgotten, never to taste mom's apple
pie again. One other thing: whenever you stand on a black
circle, your faithful companion will emerge right behind
you when you reach your destination. Well, most of the
time he/she will.
Back to the action. There's this flytrap, see? Well,
we know what to do, don't we? Hiss at the flytrap. (Oh,
and it might be a good idea to turn off your flashlight,
too!)
Your hissing promptly causes the flytrap to cooperatively
expire. (He mistakes the hiss for a spray can of weed
killer.) With the flytrap out of the way, you can now
proceed west to the Spawning Ground for Venusian slime
beasts. Only one spot is free of slime and it contains
a black circle. Next to the circle is a jar of ointment.
Get the jar, but do not stand on the circle. Examine the
jar. It turns out to contain untangling cream, whatever
that is.
At this point, Trent/Tiffany will toss you a matchbook.
You notice it is empty, but there are notations scrawled
all over the cover. Your companion tells you this is a
list of things he needs to whip up a Super-Duper Anti-LEATHER
GODDESSES OF PHOBOS Attack Machine! As it turns out, the
list is a duplication of the objects you so laboriously
decoded from that meaningless matrix you found back in
your cell. Anyway, now you know what you must obtain in
order to win the game. You also note that, so far, you're
batting zero. On with the quest!
Having read the matchbook cover, go east from the Spawning
Ground back into the Jungle. Go east again. At this point,
a mighty tree rises before you! Suddenly, the tree dies
and is consumed by Venusian hypertermites, leaving a gigantic
hole in the ground.
What to do about the hole? Well, you can go down into
it if you wish. But that's pretty boring. Besides, you
won't be able to get out again unless you have your stool.
(That's really the only use I found for the thing, by
the way.) On the other hand, Infocom doesn't just allow
things like unexplained tree-dyings to occur, do they?
I never tried this, but I gather the purpose of the hole
is to permit another solution to the flytrap puzzle. I
suspect this is included in case you didn't/couldn't decipher
the meaningless matrix of letters. (Those Infocom guys
know that not everyone is as smaht as they are!)
Anyway, one of the places you will teleport to at some
point in the game is Cleveland. There, you will find a
trellis and a sack. If you are following a sequence of
events which gets you to Cleveland before you get to the
Jungle and the Venus Flytrap, here's what you can do.
Presumably, you will be astute enough to take the sack
and the trellis when you find them. The sack is full of
leaves (69,105 to be exact). Now, when you get to the
Jungle put the trellis over the hole left by the tree,
and dump the leaves on the trellis. The flytrap will sidle
up to you across the trellis and fall into the hole. End
of problem.
Since you have just hissed the flytrap into oblivion,
you may completely disregard the foregoing, ignore the
hole and proceed east yet again. This takes you to a Clearing.
In the Clearing is a can of black stain. Get the can and
go northeast.
You come to the front door of a plasticoid house. It
is closed and locked. What's more, you don't have a key.
Go east to the Rocky Clifftop. There isn't much here except,
oh, a black circle and a neat view. Off to the northwest
you can see a Vizicomm Booth. Go northwest. (The black
circle can keep.)
Enter the Vizicomm Booth, which is out of order. Turn
or pull the coin return knob and you'll here a clank.
Open the return box, and a coin drops to the ground. Get
the coin and examine it. The coin reads "Ten Marsmids."
Fine. Now go back to the Rocky Clifftop (just type "Exit").
From the clifftop, go north. You find yourself at the
back door of the plasticoid house. And you are NOT alone!
An extraordinary number of door-to-door salesmen are
camped out here. One of them approaches you and offers
to barter one of his machines for something of equal value
you might be carrying. Offer the flashlight to the salesman.
In exchange, you receive what is described as a TEE-Remover
Machine.
Before the salesman can explain, he turns on your flashlight
and a giant Venusian Megamoth swoops down and carries
him off. The other salesmen scatter to the four winds.
Hm -- a Tee-Remover?
Open the machine. Put the jar (of untangling cream) into
the machine. Close the door and turn on the machine. The
machine whirs and grinds. When it stops, open the door
and get the jar. It now contains unAngling cream. (Oh,
brother!) Now knock on the back door.
Part 3
You are welcomed by a Mad Scientist (mit a Cherman accent,
uff courze). He welcomes you because you look like a grand
candidate for his next mad experiment! Go downstairs.
Oops! You're in the Mad Scientist's laboratory. It contains
a cage. The cage contains two gorillas. The cage also
contains a rubber hose. Quick! Throw the candy (the hunk
of brown food, remember?) into the cage. Just in time!
The mad scientist straps you and Trent/Tiffany down to
a couple of slabs. Then he throws an ominous looking switch.
Suddenly, you find yourself inside the cage. You also
find yourself inside a gorilla skin! Odd, you can also
see your own body still strapped to the first slab. Gee!
The female/male gorilla in here with you looks better
and better all the time. Kiss the gorilla.
This seems to satisfy the Mad Scientist that his experiment
is working chust fein, zo he bounds up the stairs, leaving
you locked in the cage with the gorilla. Your companion,
who has been transported to the "body" of a
Venus Flytrap, is of no help. He remains strapped to the
second slab.
Let's see, wasn't there a rubber hose on that list? Yep.
Get the hose. Now eat the candy. You feel a sugar rush.
(For those of you not quite so smaht as those Infocom
fellers, a sugar rush means you feel super strong.) Good.
Open the cage. Wow! You really are super strong! You part
the bars easily and can exit the cage. Do so.
Drop the hose outside the cage. Then, go to the second
slab and unstrap Trent/Tiffany (watch out for those "tentacles!").
Next, unstrap your body. While your sugar rush is ebbing,
pull the switch. Good! You're back in your own body again.
Get off the slab and retrieve the rubber hose and put
it in your basket.
If you were paying attention when you entered the laboratory
(it's always a good idea to read the descriptions, no?),
you noticed there was a black circle at the foot of the
stairs. This might be a good time to stand on it.
Zap! You're back inside the Vizicomm Booth. Exit the
booth and you're back on the clifftop. Now you can stand
on the black circle you saw the first time you came here.
Doing so takes you to the Royal Docks. Moored to the end
of this dock is a royal barge. To the south is a ruined
castle. Go south.
You are in the throne room of King Mitre. It seems that
we've been wrong all along about the legend of King Midas;
he, who we always thought could turn things into gold
by his mere touch. It seems his real name was King Mitre,
and, in fact, everything he touched turned into forty-five
degree angles. Everything, including his own daughter.
You notice one angle in particular -- prominent because
of its long golden tresses and flowing white gown. Unlimber
your handy-dandy jar of unAngling cream.
Rub the unAngling cream on the daughter. Slowly, the
angle turns into King Mitre's beautiful daughter, Princess
Theta. Mitre is so happy to see her again that he rewards
you with a truly useful gift, a perfect eighty-two degree
angle. (He explains he only brushed against it.) Take
the angle. Hey! Your batting average is going up! You
now have two objects out of eight. Put the angle in the
basket with the hose.
By the way, at this point your inventory may be a bit
top-heavy. I mean, what good is a jar of unAngling cream,
now that it's empty? And who needs a TEE-Remover Machine
after it's done its work? That stool isn't much good,
either. Unless you're terribly possessive about such things,
go ahead, drop them, along with the matchbook, the scrap
of paper and any other flotsam you still have. On the
other hand, no sense being a litterbug. Why not pick a
central spot where you can drop them unobtrusively? (I
chose the basement below my cell.) Nothing like being
tidy, eh? And you never know when something might come
in handy. On the other hand, if you're a slob, there's
no penalty in the game for dropping things wherever you
please, once you've used them. Just make sure not to drop
anything prematurely.
After you've got your angle tucked away, leave good King
Mitre. As you depart, you realize the dummy has inadvertently
touched the princess again, but you can't do anything
about that. It's time to visit the Martian desert. Go
south.
Part 4
You've come to a Ruin, one of many you'll encounter.
Go south again. You're still in the desert. Go east to
Another Ruin. Sitting on a rock is a truly repulsive frog.
I mean, this one is the repulsive frog of all repulsives
in the frog kingdom. It is also wearing a little gold
crown. Go ahead, kiss the frog.
Yuck! The frog is so ugly you just cannot bring yourself
to kiss it. Yet, instinctively you realize that somehow,
some way you've just got to screw up your courage, pucker
up and plant one on its repulsive kisser. For now, though,
go west, then, north to Yet Another Ruin. This one is
unimpressive except for the fact that it does seem to
contain a black circle. No, don't stand on it (unless
you have a hankering to visit the basement below your
cell). Retrace your steps by going south to the frog,
then, east to the Dessert.
Very sharp-eyed gamesters will have noted the word "dessert"
above. "Ha!" they will proclaim, "I knew
the Sysop editors around here didn't know how to spell!"
Wrongo, smahties. The word IS Dessert. In fact, you're
looking at a fifty foot Martian Cream Pie. It is a mirage,
of course. So are the trails which appear to lead to the
northwest and southwest from here.
(You were advised that all is not always as it seems
in an Infocom production. Those trails are not mirages
after all.) Go southeast.
You've come to an Oasis. There is a little bunny rabbit
hippity-hopping around the premises. Get him. (What you
do with him, I confess, I haven't the foggiest. But I
got him anyway, so you might as well, too. Maybe he makes
good rabbit stew.) On the other hand, you also see a black
circle here, and I DO know what to do about that. That's
odd. The black circle mysteriously turns white! Get out
your can and pour the black stain on the circle. That's
better. Now it's black again. Stand on the circle.
Whoosh! You're in Cleveland. (Remember, Cleveland?) Go
south. Well, now, here's a lawn that somebody cares about.
Actually, it's a muddy patch of crabgrass, but there's
a rake and a sack full of leaves. Forget everything except
the sack. Take it and dump out the leaves. Now that the
sack is empty, you've got a much better receptacle than
your wicker basket. Put all your goodies except the blanket
in the sack. Leave the blanket in the basket. It looks
cute in there. Now go north, then, northeast.
You're standing inside a Teensy-Weensy House. Go upstairs
and You find yourself in a Bedroom containing an open
window, an unmade bed and a sheet lying half on the floor.
Get the sheet.
Tear the sheet into strips and tie the strips together
(which forms a rope), then tie the rope to the bed. Throw
the loose end of the rope out the window. Your faithful
friend, Trent/Tiffany, will now shinny down the sheet.
(If you try, you soon learn you're too heavy and fall
to your untimely demise. This is not terribly important
except that it ends the game.) Once on the street, your
pal will just have time to unscrew a handy headlight before
being unceremoniously struck by a truck and, evidently,
killed.
Before you can burst into tears over your loss, your
companion reappears in a cloud of falling plaster as the
ceiling above you collapses! He offers an explanation
of his startling reincarnation, but I won't bore you with
it here. After all, I presume you can read it for yourself
if you're playing the game. Anyway, take the headlight
he/she is carrying and put it in the sack. That's three
out of eight!
Time to leave picturesque Cleveland, so go downstairs
and go east into the garden behind the Wee House. There's
a trellis against the house and a fresh piece of sod.
Lifting the sod reveals another black circle! (If you
need to be told about the trellis, you're not paying attention.)
Stand on the circle. You're teleported to the basement
below your cell. You see, you could have come here from
the black circle in that ruin I told you about. But if
you did that you might have missed Cleveland, and...oh,
forget it.
Right about here is where I dropped all my superfluous,
used-up junk. You see, I didn't have a walkthru like you've
got, and I didn't know whether I might not need my superfluous,
used-up junk again. For some reason which only a tentacled
alien could divine, the basement seemed like a logical
spot. Of course, being tidy never hurt anyone, but I think
I've covered this ground already.
Part 5
Go upstairs. Go 'way upstairs, all the way to the Roof
of the Observatory, upstairs! This time, stand on the
black circle there. You will be back in the ruin just
south of King Mitre's castle. Go north. Mitre will still
be sitting on his throne, surrounded by forty-five degree
angles, looking dejected. One of them has long golden
hair and a flowing white gown (sigh). If only old Mitre
could keep his paws to himself! Well, leave him to his
ruminations and go north to the Royal Docks and board
the barge.
You see some simple controls. Examine the controls. One
is a huge orange button, which reads "Magnetomoor
On." The other is a huge purple button. It reads,
"Go With the Flow." Pushing the orange button
causes the words to read "Magnetomoor Off."
It also causes the barge to drift away from the dock into
the channel. Pushing the purple button causes the words
to read "Full Speed Ahead."
As soon as you have pushed orange, push purple, wait
one turn, and push orange again. (You can pretty much
forget about purple from now on.) Anyway, by pushing orange
you have reactivated the Magnetomoor. (Magnet-O-Moor,
get it?) This is your dock/undock device. Since all the
docks in the canal contain barge magnets, all you need
do to moor at one is push the orange button in a timely
fashion. To unmoor, push it again.
All right, the first dock you'll clank against is Baby
Dock. Disembarge and go north. You find yourself among
the Dunes, and there is a strange alien warrior lying
dead here. Next to the alien is a chapstick. Get it. Partially
buried in the sand nearby is a strangely coded message.
Get that, too.
If you carefully read your 3-D comic book which comes
with LGOP, you will recall a bit in there about a transposition
code. You say you forgot the code? Well, go back and reread
it. In the meantime, I'll translate the strangely coded
message. It says, "Your mission is to contact wife
number nnn (the number is inserted randomly) of the sultan/sultaness
and get the secret map. Identify yourself to her by asking
her to kiss your kneecaps."
Now, wasn't that easy? Leave the alien in the dunes and
go back to your barge. Board the barge and go through
the orange button ritual.
The second and extremely opulent dock you come to is
THIS is My Kind of Dock! When you reach it, exit the barge
and go east. You will be in the Main Hall of the Palace.
Go south to the Laundry Room and get the clothespin. Now
go back north into the Main Hall and east into the Oriental
Garden. Here, you see a well containing handholds downward.
Climb down.
At the bottom of the well is a black circle. You land
upon it and are immediately transported back to the barge.
This is a good circle to know about. It teleports you
to wherever you've parked your barge, and this knowledge
will come in mighty handy later in the game. For now,
though, re-exit the barge and go back into the palace.
From the main hall, go northeast.
Now, if you're playing this game as a male you will be
in the sultan's palace. If you're a lady-person, your
host-person will be a sultaness. In either case, you find
yourself in the Audience Chamber confronting one or the
other, as the case may be. Whomever it is, sultan or sultaness,
will confront you with a riddle. Your faithful companion
will burst out with a dumb answer and wind up being tossed
to the tigers by the palace eunuchs. Alas! You were beginning
to be fond of him/her, but on with the game. Alas, again!
You're next if you don't get it right.
The answer to the riddle is, "Riddle." So type
SAY "RIDDLE." Oh, goody! The sultan/ess begrudgingly
rewards you with an hour of rapturous bliss with one of
his/her 8,379 wives/husbands. Hie thee west into the harem.
Here you are confronted by a harem guard who asks you
to make a selection, any number from 1 to 8,379. Naturally,
you pick the number you gleaned from the coded message.
(Remember, the message was written backward, which means
the number was backward, too.)
Wait a bit and soon your choice will beckon you to her/his
obscenely luxurious bed chamber. Ahem <er> afterward,
type TELL WIFE/HUSBAND, "KISS MY KNEECAPS."
Your partner will present you with a secret map of the
catacombs. (It comes in your game package, by the way,
but you'll probably still need my directions to get through
the maze. Try it without them, you'll see.) She/he also
pulls aside the covers and indicates a secret passage
down. You are told it's the only way out of the harem.
Take the torch he/she gives you and go down.
You are now in the catacombs. Well, what do you know.
Here's your faithful companion Trent/Tiffany with another
outlandish explanation of his/her reappearance. You listen
and then decide to push on.
For my money, your visit to the catacombs is the toughest
part of the game. I have to admit I had help here. (Oh,
all right, I had help in a couple of other places, too.
Golly! I never can get through these dumb games without
help! Besides, I HATE games!) Anyway, you need to follow
these directions carefully, including those about "Hop,
Clap and Kweepa." (I TOLD you to read the comic book.)
Okay, here we go:
NW, N, NE, E, CLAP, NE, NE, SE, HOP, CLAP, KWEEPA, D,
NW, NE, CLAP, N, S, HOP, NE, CLAP, U, KWEEPA, NW.
Get the phone book. (Four out of eight!)
CLAP, NW, HOP, S, SE, CLAP, SE, D, KWEEPA, NE, CLAP,
HOP, W, N, NW, CLAP, E, W, KWEEPA, HOP, CLAP, SW, SW.
Get the raft.
N, CLAP, NE, E, HOP, KWEEPA, CLAP, NW, NE, SE, U, CLAP,
NW, HOP.
Stand on the black circle.
That's it. But be sure to follow the directions precisely.
Of course, if you prefer being devoured by a Martian crocodile
or some such, you can always find your own way.
Presuming you wind up at the black circle and stand on
it, you will be teleported directly to the Well Bottom.
You've been there before so you know the black circle
at the bottom will take you right back to your barge.
After the catacombs, the royal barge is kind of cozy.
But there's no time to dally. Exit the barge and go east
into the palace again. This time, go east into the Oriental
Garden and from there, southeast to the base of a Tower.
Actually, it's a Minaret with stairs leading upward so
go up.
The view here is breathtaking, almost as nice as the
clifftop back in the jungle. But there's also a black
circle here. Stand on it.
Zowie! You find yourself in a cramped space which, as
it turns out, is right over your cell! You don't know
that, of course, until the floor collapses and you find
yourself tumbling through the resultant orifice into your
cell. Hm, that's odd. There's a black circle here. Never
noticed that before. (That's because it wasn't there before,
Venusian Bird Brain!) As it turns out, this circle takes
you to the main hall of the palace, but we don't want
to go there this time. Exit the cell (south) and go up
to the Observatory Roof. Stand on the circle and you're
back in the Martian Desert (with one "s" this
time). Go east to the frog.
Ah, yes, you remember that ugliest of ugly frogs? Now
you have both the will and the means to kiss this total
grossness. Put the clothespin on your nose. Rub the lip
balm on your lips. Then, drop everything you're carrying
and cover your ears with your hands. Close your eyes.
At last! Kiss the frog!
Ooooh, another rapturous interlude with one of the opposite
sex. It turns out you're not quite (humph!) satisfied,
but at least "the one" leaves you with a small
token of affection. It's a household blender. Take it.
Put it in the sack. (You have been using the sack, haven't
you?) If I reckon right, that's five out of eight. We're
getting there!
Part 6
Leave the ruin and go east into the Dessert once more.
Yes, the one with two "s's." Then meander southeast
to the Oasis. Stand on the circle and return to Cleveland.
No particular reason for another trip to Cleveland, really.
You could have gone to the other ruin which has a black
circle and gone directly to your cell. It's just that
I sorta feel sorry for Cleveland. Nobody in his/her right
mind would EVER go there twice, would they? On the other
hand, nobody in his/her right mind would play computer
games, either. Would they?
Anyway, you're back in Cleveland. Go northeast, then
east (into the garden) and get yourself zapped back to
the hallway near your cell. Go down into the basement
and dump your extraneous jetsam, especially the clothespin.
You'd look pretty silly going up against the Leather Goddesses
wearing a clothespin on your nose, right?
After you've lightened your load, go up into your cell
and stand on the black circle. You find yourself back
in the Main Hall of the Palace. You might want to wipe
off that gooey lip balm here. Exit the palace to the west
and enter your barge. Push orange. Wait. Push it again.
(You know the drill.)
Wait until your barge clangs up against Wattz-Upp Dock.
You hear a gurgling noise to the west (it's the Oasis).
Exit the barge. When you're standing on the dock, reach
over and push orange. That's right, push it! So what if
your barge goes shooting out into the canal without you.
Trust me.
Go west to the Oasis, stand on the circle and, voila:
Beautiful, downtown CLEVELAND! (I told you I felt sorry!
Now I'm sorry I did this one more time. I mean, who needs
Cleveland tha-ree times?) Oh, well, you're not here for
long. Go back to the garden, the black circle and...the
hallway near your cell. Go up to the Observatory Roof
and stand on the circle.
A pause here for a comment or two. Make that a rebuttal.
Yeah, I can hear all you wisenheimers out there knocking
my route. And I freely admit there might be better ways
to go, bypassing my revisits to dear, picturesque downtown
Cleveland. Didn't I tell you there was no particular sequence
you had to follow? C'mon, didn't I? You know it, fella.
Hey, if you've got something against Cleveland, go ahead,
write your own walkthru.
I digress. You're back in the desert. You've sent your
barge down the canal, pilotless. What to do? Go west to
Yet Another Ruin. Now go northwest. You've reached Hickory
& Dickory Dock. What's this? A mouse! Show the picture
(of the stuff cat) to the mouse. The poor thing is frozen
with fear. Get the mouse. (Only two more goodies to go!)
Now go south, back to Yet Another Ruin. Stand on the black
circle.
Once more, you are in the basement below your cell. Got
anything to drop? How about that torch? It went "phhttttt"
long ago. Okay, let it go. Next stop, upstairs to your
cell. Stand on the black circle. You arrive at the palace.
Go east into the Oriental Garden and enter the well.
Well, well (a little humor there, folks) you're zapped
from the Well Bottom right slap dab onto your barge. Where
is it? Why, it's right here at the Icy Dock, 'way, 'way
down at the southern terminus of the canal.
Okay, I'll bite. Why didn't you just take the scenic
route aboard the barge all the way down the canal to here?
It would have been restful and, well, scenic; not to mention
saving a lot of aggravation, wouldn't it, boobie? Well,
for one thing, you would have missed those neato trips
to Cleveland. For another, you probably would have missed
the mouse, too. Oh, and one other point: If you'd taken
the barge route you would have died.
It seems there is this gigantic machine just before you
get to the Icy Dock. It's some sort of Martian (Phobotian?)
energy machine, and it used to supply power to the whole
planet. It doesn't work quite like it used to, but it
works just well enough to send a lethal ion beam out over
the canal. If you try to pass through it, say, on a barge,
well, first you get a little headache. Then you get a
truly humungous headache. Finally, after the humungous
headache assumes gigantically unbearable proportions you,
er, explode. And that's a fact.
Aren't you glad we went to Cleveland?
Okay, from the Icy Dock, exit the barge and go south.
Oh, no, your faithful pal Trent/Tiffany slips on the ice
and disappears into the frigid waters of the canal. No
matter, go south, like I said. You are at the edge of
the polar ice cap. Needless to say, it's cold. Go southeast.
Oh, good grief! Your passage forward is blocked by a
whole waddling phalanx of penguins! One of them is carrying
a sign. Read the sign. It suggests that you donate to
the Penguin Relief Fund. Well, there's nothing for it
but to give your coin (the Marsmid tenner) to the penguin.
The penguin thanks you graciously, and gives you your
change, a one Marsmid coin. (You don't know it yet, but
the little guy just did you a favor.) The penguins part
to let you pass, so go southeast.
You arrive at a gypsy camp. About the only thing here
is a single forlorn tent, pitched on the north side of
the camp. You are greeted by two robots, a male and a
female (they're gypsies, see). No sooner do they invite
you in for tiffin than a meteorite swoops down and kills
both robots dead. Oh, dear, from inside the tent you hear
the wail of a baby crying, "Mommy."
Enter the tent. Sure enough, it's a gypsy robot baby.
Get the baby and put it in your wicker basket. Oh, that's
nice. The baby appreciates the warmth of the blanket and
instantly goes to sleep. As for you, exit the tent and
go south - to the South Pole, as a matter of fact.
What else would you expect to find at the South Pole?
Righto! It's an Igloo! But the front door is locked. Gazing
through the igloo window you are tantalized by the sight
of a pair of cotton balls. Instantly, your brain cells
focus, cutting through the fog of forgetfulness like lasers.
You suddenly recall that cotton balls were on the list.
How to get them?
Let's re-read that description of the igloo one more
time. Yessir, I thought so. There's a sign over the door.
It reads, "Martian Orphanages, Inc., South Polar
Branch." Well, what do you suppose might be an appropriate
action for someone carrying an orphan in a basket to take,
standing like you are on the doorstep of an orphanage?
Listen, if you can't figure this one out for yourself,
you never, ever should try another text adventure game
again. After all, you might have to get through the next
one without a walkthru.
Hey, you're smahtah than I thought you were! You put
the wicker basket on the doorstep. Then, you hide behind
a snowdrift and wait. Sure enough, from inside the igloo
emerges a matronly woman of immense proportions. She takes
the basket and its contents into the igloo and closes
the door. But she doesn't lock it.
Open the door, enter the igloo, get the cotton balls
and scram. Retrace your steps north to the gypsy camp,
northwest to the penguin park, then go west to the Allusion
Room. As it turns out, the Allusion Room is nothing more
or less than a black circle. Stand on it. You are whisked
back to the Oasis. Well, I'll be a petrified penguin!
Here's Trent/Tiffany, emerging alive and well. The saga
of how he/she survived the fall into the icy waters is
too bizzarre to bear repeating, so we'll move right along.
Stand on the circle at the Oasis. Guess where we are now?
Part 7
Cleveland!!! This is really ridiculous, so let's beat
feet. Get into that garden and onto the circle. You're
back in the hallway so go on up one more time to the Observation
Room (the one with the closet to the north). Go into the
closet. It's too dark to see, but you can still stand
on the circle. I'm sure you remember it takes you to the
jungle. Leave the jungle by way of the circle on the clifftop.
Go ahead, there won't be any flytraps, salesmen or mad
scientists to stop you.
You are teleported for the last time to the Royal Docks.
(Just a tad away is Mitre's castle, but you're not going
there this time.) Instead, put your raft (the one you've
been lugging along since you found it in the catacombs)
into the water. Board the raft.
Here, you have to be alert. As you drift down the canal
in your raft, you might be lulled into your customary
state of not carefully reading the descriptions in the
game. Do not permit this to occur. What you're looking
for is a passage indicating that a dock is close enough
for you to grab. Actually, you will pass several docks
which are eminently grabbable. Grab them all just to be
on the safe side. The one you want is Donald Dock.
When you've grabbed Donald Dock, exit the raft (you pull
it onto the dock for safe-keeping). Go south to the Dunetop.
From here, go east to the Canalview Mall. There appears
to be just one shop in the mall worth visiting and it
lies to the south. Go south. You are in the Exit Shop.
The sign says, "Exits bought and sold." Buy
an Exit.
Now, I told you the penguins did you a favor. If you
had tried to buy the Exit with your ten Marsmid coin,
the shopkeeper (one of the more lively gents in the story,
by the way) would have refused you. It seems Exits cost
just one Marsmid and he wouldn't dream of overcharging
you nor can he make change. As things stand, he takes
your one Marsmid coin and, sleepily, hands you a cardboard
tube. It falls into the dust. Retrieve the tube, open
it and you find your Exit. What's an Exit, for goodness
sakes? It's a sort of collapsible black circle, that's
what. Tuck it away and go north, then west, then north,
back to Donald Dock.
Re-launch your raft, board it and drift. Once again,
grab any dock you see. Eventually, you will come to Wattz-Upp
Dock. Exit your raft, leave it and head to the Oasis.
Stand on the circle.
Now really, gang! I'm sorry. But there was no other way.
Just forget it's Cleveland, go to the garden and stand
on the circle. I promise. We won't be coming back. Hey,
you've got seven items out of eight. That ain't all bad.
Isn't it worth just one more trip to Cleveland? Oh. Listen,
you don't have to get nasty about this.
Once back in the hallway, go up to the closet in the
Observation Room and stand on the circle. When you get
to the jungle, go west. You're in the Spawning Ground.
And there's just one circle left you've never used before.
Stand on the circle.
You find yourself in the hold of a giant spaceship. There's
a sword here. Oh, Lord! A dark figure appears from the
shadows of the hold and hurls a radium-powered grenade
onto the floor! Your faithful friend Trent/Tiffany hurls
him/her self on the thing, saving you and giving up his
life...quite messily if I may say, in the process. No
time to lose! Get the sword. Don't dally either. Go south.
You are in a stable where you find a magnificent white
stallion. Actually, you are aboard the flagship of the
Main Attack Fleet. The stable you're in contains the Leather
Goddesses' Main Attack Fleet Cavalry Mounts, of which
the stallion is one. Mount the stallion and kick it in
the flank. Go west.
The stallion dashes down a long east-west corridor in
the ship, reaching with stallion-like speed the main hatch
of the ship. Here you spy a white therma suit. Dismount,
put on the suit and open the hatch. Go north.
You are in space. Floating near the battle cruiser you
have just left is a small passenger spaceship. Near the
small passenger spaceship is a sinister figure. He/she
turns out to be Thorbast/Thorbala, who is further identified
as the Chief Assassin of the . 'Twas he, it appears, who
hurled that grenade. Thorbast is busily engaged, strapping
a beautiful, helpless young lady/man to the hull of the
small passenger spaceship. Your move. Attack Thorbast
with your sword.
For awhile, Thorbast will parry your thrusts, and it
will be nip and tuck whether you get by this episode or
not. While you're fighting for your dear life, you notice
a perfectly dreadful bug-eyed monster, oozing its way
toward Thorbast's helpless victim. The hideous monster
reaches the woman/man and starts to remove her/his garments,
one at a time. The helpless victim shrieks in terror.
Meanwhile, you keep attacking Thorbast. Eventually, in
the furor of the action, he drops his sword. Ever the
gallant, you retrieve the sword and give it back to your
foe. Realizing you are truly the good guy, Thorbast knows
now that he doesn't have a chance. So he saves us all
a lot of trouble and impales himself upon his own sword.
Farewell, Thorbast. Now it's the monster's turn.
Interestingly enough, the bug-eyed horror is getting
down to the interesting part when you attack. He squawks
once and flees, leaving his victim just barely clad and
grateful as all get-out that you happened along. You release
her/him and follow her/him into the cabin of the small
spaceship. From the wall of the ship she/he plucks a photo
and gives it to you. (It just happens to be a picture
of Jean Harlow/Douglas Fairbanks, the very thing you've
been looking for.) You are told that, written on the back,
is the address of daddy, who will reward you handsomely
if you ever visit Ganymede. With that, the lady/man exits
to the east, closing the door with a flourish. Naturally,
you follow.
Shocked to see you, the lady/man is nonetheless receptive
to your advances. What follows is another one of those
boring orgy type events which we'd just better skip for
now. After all, we still have to deal with those Leather
Goddesses before they launch their invasion fleet and
all is lost. We have all the items Trent/Tiffany wanted.
But golly! When last we saw Trent/Tiffany, he/she was
splattered all over the hold of that LGOP battleship!
Exit the small passenger spaceship and go south twice.
You will be back inside the LGOP battle cruiser. Walk
(do not ride the stallion) east down the long east-west
corridor. Well, I'll be a Thorbast's Thorax! Here's Trent/Tiffany,
following along behind, explaining how he/she got here!
Keep walking until you reach the black circle. Stand on
the circle.
You are back in the Oasis. This time, though, don't use
the exit here. Instead, drop your own Exit. Stand on that.
You are in a boudoir, lying on a divan. Next to you,
actually, is a figure you can barely make out in the shadows.
You can't see who it is, but the heavy scent of leather
is unmistakable. Go ahead. Touch the goddess. Oh, go on!
Yipes! You have violated the sanctity of the LEATHER
GODDESSES OF PHOBOS private boudoir! For this transgression,
you are summarily ejected through a trap door, down a
long chute into the Plaza.
What follows is a hilarious description of the attack
upon you and Trent/Tiffany by the entire armed minions
of the LEATHER GODDESSES OF PHOBOS. It's worth the price
of the game. While the attack goes on, all that remains
is for you to hand to Trent/Tiffany each of the items
you have procured at such great peril, one by one as you
are instructed. Suffice to say, Trent/Tiffany puts them
to good use, constructing the best doggoned Super-Duper
Anti-LEATHER GODDESSES OF PHOBOS Attack Machine ever crafted
on this or any other planet by a faithful companion.
Suffice also to say that the machine works and the minions
of the LEATHER GODDESSES OF PHOBOS are routed. As for
you, you're back in Upper Sandusky, Ohio, lying dazed
in the roadside near a sleepy-looking gas station. From
within emerge three uniformed attendants, cooing prettily
(or booming manfully), "Are you all right?"
The game has ended, and all you can do now is await patiently
for the sequel. Coming soon from those smahties at Infocom:
Gas Pump Girls Meet the Pulsating Inconvenience from Planet
X.