OUT OF ORDER WALKTHROUGH

Watch the intro.  Something very strange is going on.

Look out of the window - where has the storm gone?  Pick up the converted 
toast-rack (on wall) to get the cd, and then use cd with the stereo to listen to 
it.  That cd makes you think you can do anything.  Take some stuff-stick 
from the wall (it is holding the speaker wires in place).  Try to use the bed-
room door.  That's strange - it never did that before.  Pick up the door 
handle, and then use door again.  Now walk out of the door to your 'landing'.

Look at the door to discover your name is Hurford.  Walk left, and talk with 
the Computer Terminal about everything.  It tells you to go to a meeting 
downstairs, and then gives you an ID card.  Head all the way right to the lift 
(yellow & black striped door), and use the call button next to it.  Enter the lift, 
and use your ID card in the ID card slot to get to the ground floor.

Exit lift, and walk through enormous doorway to the left.  Talk to man in 
yellow jumper about everything, and then walk through doorway to the 
auditorium.  Talk to the giant speakers about everything.  Try to leave the 
room, and the giant speakers will tell you off, and then 'brainwash' you.

You find yourself back in your bedroom, and you seem to be a lot calmer 
than before.  Try to leave your room to realise that you are happy to stay 
here until summoned.  Remember the Three Frank Harlons cd that you 
picked up?  It makes you think you can do anything you want.  Use that cd 
in your stereo to break your 'trance'.  Now use the door and leave the room.

Head left, and go back to the Computer Terminal.  Talk to Computer 
Terminal about everything.  Head all the way right, to the lift.  Use the call 
button, and then enter the lift to return to ground level.  Exit the lift, 

Head left along the path (past the enormous doorway) to find yourself at the 
Shopping Centre.  Enter Bob's Piles, and talk to Bob about everything.  He 
tells you that he left his old cardboard boxes outside for recycling.  Now 
leave Bob's Piles, and enter the alley (between the pub and the red door).  
Look at cardboard boxes, and then pick up cardboard boxes to get a 
MotorTroll Booklet.  Pick up boxes again to get a Warranty card.  Look at 
the Warranty card to discover that you can get a replacement MotorTroll if 
your one breaks.  That is handy to know.

Head left to the Surgery.  Look at toy box, and then use toy box to get toy 
car.  Use toy box again to get doll.  Now walk into the consulting room.  Use 
bin to get a rubber surgical glove.  Note the transformer next to the wired up 
glasses (lower right desk).  Use the transformer, and keep using it until it 
blows up.  Now try to pick up the transformer, and you will get some burnt-
out wires.  Now look at the alien doctor, and ask him about everything.  
When you ask for the bumper sticker, he asks for proof that you have a car.  
Leave the surgery, and return to the Shopping Centre.

Enter Bob's Piles again.  Remember the Warranty card said that you could 
claim a replacement MotorTroll.  Show your Warranty card to Bob, and then 
show him the burnt-out wires.  This will convince Bob to give you a 
replacement.  Unfortunately, he has none left in stock.  All he can offer is a 
pre-release model.  Oh well, it's better than nothing.  Now leave the shop.

Walk down to 'Back Of Shopping Centre'.  Talk to the green alien for a bit 
of fun.  Enter Diner Mo's, and talk to Human Public Address System 
(Deirdre) about everything.  Tell him how you escaped from your room by 
using the cd.  He tells you that 'The Panel' is in charge of things, but he does 
not know who or what 'The Panel' is.  The Panel sends him messages via 
computer.  Take note of the 2 letter address that he tells you, as this changes 
for every game.  He also tells you about an underground magazine, and then 
takes you to the magazine headquarters.  Note that Deirdre uses the 
password 'Spuds' to open the secret door.

Enter the tunnel, and walk down to lower lever of the magazine headquarters.  
Look at the stack of papers (near ramp), and then try to pick up the stack of 
papers.  This gets the journalist's (Urban Leapord) attention, so talk to him 
about everything.  Urban needs to find a lead story for his magazine.  Now 
pick up the stack of papers again to get an old issue of the 'Radio Times' 
magazine.  Look at all the articles, and note that Bob from Bob's Piles 
needs a new delivery person.  When you have finished reading the articles, 
leave the headquarters.

Walk up to the Shopping Centre, and then enter Bob's Piles.  Talk to Bob, 
and ask about the delivery person, then tell him that you are interested.  He 
gives you a package to deliver.  Look at the package in your inventory to 
learn that it has to be delivered to Floor 83 of the Office Block.  Leave the 
shop.  

Let us explore the pub, before delivering the package.  Use pub door, and 
then enter the pub.  Talk to barman (Gregor) about everything to learn that 
he will not serve you unless you can pay.  Note the black metal box next to the 
entrance.  Pick up 'authentic' coin from the metal box, and then give it to 
Gregor to buy a drink.  Oops - the coin is too far away from the sensor.  Pick 
up the sensor (next to the entrance), and relocate it to the Fruit Machine.  
Now give the 'authentic' coin to Gregor again, and ask for a drink.  Keep 
asking for a drink, until he finally gives you the Tai-Kwon-Donkey.  Pick up 
the bendy straw, and pick up the drink.  Leave the bar.

Head left into the alley, and continue left into the Consulting Room.  In your 
inventory, use bendy straw with Tai-Kwon-Donkey to have a sip.  Now 
quickly talk to the doctor, and say that you feel ill.  While the doctor is 
consulting his Encyclopaedia, pick up the surgical instrument from the top-
right desk.  Leave the Consulting Room, and return to the Shopping Centre.

Let us deliver that package now.  Head right 2 screens to the Office Block.  
Enter Office Block, and talk to the Roboceptionist.  Tell it you are here to 
deliver a package.  Show your package to the Roboceptionist, and it opens 
a door for you.  Go through door into a corridor.  Look at poster for Diner 
Mo's (notice board on the right).  Use the surgical instrument on poster to 
get Diner Mo's leaflet (it entitles you to a free burger).  Now look at Notice 
(next to poster), and it explains how the computer systems work.  

Use the metal door nearby to enter the Meeting Organiser's Office.  Pick up 
pen from bookcase on the left.  Look at postcard on the notice board, and 
then pick up the postcard.  In your inventory, 'use' the postcard to turn it over.  
Now look at the postcard again to get the message 'You Force Heaven To 
Be Empty' (say this out loud).    Use the computer, and then 'Touch Screen' 
to continue.  You need some passwords before logging in.  Think about 
what Deirdre told you (go and talk to him again if you want) about 'The 
Panel', think about the Notice you read outside, and think about the post-
card.  From these clues, you can work out that:

	Your Username is XX (Use the 2-letter address that Deidre told you)
	Your Password is U472BMT (message from the postcard)

Look at the computer again, to see that you are logged in.  Ask to see all 
new messages, then ask to see all messages you have sent recently.  Read 
all 3 messages, and note how there have been problems with the 'TownDate' 
system.  Now ask to send a brand new message.  Send a message to 
Deirdre Spencer, and send a message to Accommodation computers.  
For a bit of fun, send a message to yourself.  Now quit the computer system, 
and leave the office.  Go back downstairs, and leave the building.

Walk up the path one screen, and then use the big red call button to call the 
lift.  Enter lift, and use UD card in ID card slot.  Exit the lift, and head all the 
way left, until you reach Computer Terminal.  Talk to the Terminal, and say 
that you'll be off now.  It gives you a blank TownDate form.  Talk to the 
Terminal again, and ask for another TownDate form.  Now look at the 
human-sized door to discover that it belongs to Sylvia Jones.  Use door to 
knock.  Pick any response you want - she will not talk to you yet.

Head right, and make your way down to the ground level.  Walk up to the 
Shopping Centre, and then head down to the Back Of Shopping Centre.  
Look at the shop window to see an interview with Sylvia Jones.  Now enter 
Diner Mo's.  Use your leaflet with the slot (next to the big plastic burger) and 
claim your free burger.  In your inventory, look at the burger to find a gherkin.  
Look at the gherkin to discover it is very similar to a 50p coin.  Now that is 
interesting.  Leave Diner Mo's.

Return to the lift, and use the lift to reach the Accommodation level.  Head 
all the way left to Sylvia's door, and then knock on the door.  Introduce your-
self as her biggest fan.  Talk to her about everything, and eventually you will 
learn that she like photographing models.  That's handy - remember you 
need proof for the Doctor that you own a car?  Tell her to 'Hang on there 
for a second'.

In your inventory, use the surgical instrument with your ID card to get a photo 
of yourself.  Then use surgical instrument with doll to cut the doll’s head off.  
Now use photo from ID card with decapitated doll.  Finally, use Hurford doll 
with toy anti-gravity car.  Give Hurford doll in toy car to Sylvia.  It does not 
matter what you choose to call your 'sculpture', Sylvia wants to photograph 
it and put it in her next exhibition.  Head right to the lift (do not enter), and 
then return left to Sylvia's door.  Knock on her door, and ask if the photo-
graph is ready yet.  She gives you a fantastic photo of you in a car.  She has 
named it 'Transition Left Eight'.  Now we have 'proof' that we own a car.

Make your way back down to the shopping centre (don't worry - your ID card 
still works).  Go to the alley, and then into the doctor's Consulting Room.  
Show him the 'Transition Left Eight' photograph to prove that you have a 
car, and he finally gives you the bumper sticker.  Now return to the 
Shopping Centre.

Enter the pub, and look at the Fruit Machine.  Use your gherkin (remember 
it looks like a 50p) in the Fruit Machine.  The gherkin jams up Fruit Machine, 
so the robot comes to repair it.  You can get to the storage panel that the 
robot was blocking now.  Pick up storage panel to open it, and then pick up 
the screwdriver that was hidden behind it.  Now leave the pub.

Walk right one screen, and then go through the enormous doorway.  Look 
at electronic device (in the wall), and then talk to electronic device about 
everything.  The electronic device will not let you into Control Room unless 
you know the password.  Hmm, this could be a bit tricky. 

Use your MotorTroll on the electronic device.  It will not give the passwords 
for Anitron systems, so we must convince it that Klaxon made the security 
system.  Leave here, and head down the path to the office block.  Look at 
Reassuring Notice (on the left wall), then pick up the 'OK' plastic letters.  
Return up the path, and through the enormous doorway.  Use your bumper 
sticker with security notice.  In your inventory, use plastic 'OK' letters with 
stick-stuff to make the letters sticky.  Now use plastic letters with Security 
Notice.  Look at the Security Notice - it now reads 'Security By Klaxon'.  Use 
your MotorTroll with electronic device to get the password 'Default'.  Talk to 
electronic device, and say that the password is 'Default'.  Now you can 
finally enter the Control Room.

In the Control Room, look at the music centre manual which is hanging 
down from the notice board.  It says that there must always be a music 
device playing from this music centre.  Note the music centre next to the 
notice board.  Look at the blue screen in the music centre.  This is the 
music that was playing at the meeting - the same music that brainwashed 
you.  This would make a good lead-story in Urban Leopard's magazine.

If you have read the manual, you will know that we cannot just take the cd, 
because there must always be one musical device playing.  Use your 'Three 
Frank Harlons' cd with slot on the right, and use button on the right to start 
this cd playing.  Pick up 'Control Room' cd from slot on the left.  Now leave 
the Control Room, and make your way back to the Shopping Centre.

Let's have a chat with Urban Leopard. Head left to the alley.  Talk to hidden 
doorway (in the wall), and say the password 'Spuds'.  Go through the tunnel, 
and then walk down to lower level.  Talk to Urban Leapard about everything.  
Tell him you don't yet know why the cd brainwashes people. Also ask him 
about the doctor's basement (that metal door near stack of papers leads 
into the basement), then use any response.  Urban Leopard gives you a 
remote control that will unlock the door, but he cannot remember the 
combination.  He only remembers that it is a 4-digit number.  Looks like we 
have to work out the combination ourselves.

Walk over to the door, and use door remote with the door.  We need a 
4-digit code to open the door.  'Click' means a correct number, and 'Clunk' 
means a wrong number.  The device resets itself after each 'Clunk', so 
keep trying until you get 4 'Clicks' in a row.  The combination you need 
changes for every game.  The door will now open.  Walk through the door, 
and look at the old tape deck on the right.  Pick up cassette tape.  Now we 
have a blank tape, maybe we can analyse the 'Control Room' cd.  

Leave the magazine headquarters, and return to your bedroom.  Use hand-
print panel next to the door, then enter your room.  Look at your stereo, and 
note the plastic panel on the side of your stereo.  Use screwdriver with 
plastic panel to remove it.  Now look at wires connected to motor.  Pick up 
wires to disconnect them, and then use positive wire on negative connection.  
Exit the close-up.  Use 'Control Room' cd with your stereo, and it will play 
backwards.  You can now hear the subliminal messages that were used to 
brainwash you before.  You need to get a recording of this.  Use cassette 
tape with stereo, and then use 'Control Room' cd with cassette in stereo to 
record the cd onto tape.  Pick up cassette in stereo, and then return to 
Urban Leopard.

Head down to Shopping Centre, and then talk to hidden door in the alley.  
Talk to Urban Leopard, and tell him about your story about the meeting.  
You and Urban automatically go through to the doctor's basement.  Use 
the cassette with old tape deck to hear the subliminal messages, and then 
talk to Urban about everything.  

Now remember your TownDate forms that you got from the computer 
terminal?  Give a blank TownDate form to Urban.  He fills it out, and returns 
it to you.  Now we have one form filled out, we need to find a match for it.  
Make your way up to Sylvia's room (go up the lift, and then walk all the way 
left), and knock on her door.  Ask her to 'hang on there', and then give her 
a blank TownDate form.  She fills it out, and returns it to you.

Now you have 2 completed TownDate forms, but we need to make sure 
that they are a perfect match.  In your inventory, look at Urban Leopard's 
scruffy form.  Now look at Sylvia Jones's neat form.  Use your pen with 
Urban's form to add Sylvia's interests, and then use pen with Sylvia's form 
to add Urban's interests.  Use both TownDate forms with the computer 
terminal.  The 2 'lovebirds' are summoned to the pub for a meeting.

So Sylvia has gone for her date.  Let us go and check on Urban.  Make your 
way down to the Shopping Centre, and then talk to hidden door in the alley.  
Talk to Urban, but you cannot convince him to leave.  Touch the strange oval 
device, and Urban will call for the doctor to come and explain it.  Talk to 
Urban again, and tell him to go to the bar for his date.  Now talk to doctor 
about everything.  He tells you that he needs a battery.

Go back to Shopping Centre, and enter the pub.  Watch Urban & Sylvia for 
a while, and then talk to them about everything.  Oh no - you have ruined 
things for them.  Now leave the bar.

Enter Bob's Piles, and talk to Bob.  Say you want to make a purchase, and 
then ask for an A-85 battery.  Bob tells you that he sold the last one to some 
one on Floor 162.  Hey - you live on floor 162.  Who else do you know that 
lives on that floor?  Let us go back up to Sylvia's room.  Head for your bed-
room, and then continue left.

Sylvia has gone, so it is safe to search her room.  But how can you get in?  
You cannot use the handprint panel, because your hand does not match.  
Remember she told you that she does not have a single wrinkle on her 
body?  That includes her hands, so use rubber surgical glove on handprint 
panel, and then enter her room.

Now you are in Sylvia's room.  Look at the fire to learn there is something 
behind it.  Use your drink on the fire to discover it was just a hologram.  
You automatically pick up the battery.  For a bit of fun, enter her wardrobe 
on the left.

Let's take the battery to doctor.  Leave the bedroom, and return to the 
Shopping Centre.  Talk to hidden door in the alley, and enter the doctor's 
basement.  Give battery to doctor.  The doctor tells you that the battery is 
not charged.

We need to fill the battery with water to charge it.  Leave the basement, 
and make your way to the office block.  Enter the office block, and show 
package to Roboceptionist.  Enter through open doorway, and then enter 
the bathroom.  What a horrible bathroom!

Look at automatic sink on the right, and then use battery on automatic sink.  
You here some one, so you automatically hide in the cubicle.  When you 
come out, the battery has gone.  Oh well, nothing you can do about it now.  
Leave the bathroom, and go back downstairs.  The guard has come to 
arrest you.  It does not matter what you say, you still get zapped.

You are back in your bedroom, and all your inventory items are gone.  Try to 
leave and you find a big guard outside your door.  Talk to the guard about 
everything, but he will not let you leave.  Wait until the door closes again.  
Now talk to the door (and the guard behind it), and say that there is more 
trouble on floor 288.  Open door again, and note 'plastic something' in the 
guard's back pocket.  QUICKLY pick up the 'plastic something'.  If you do 
not manage it, don't worry.  Wait for the door to close, open the door, and 
then try again.  

Look at the guard's ID card in your inventory.  Now pick up some stuff-stick 
from the wall (it is holding your speaker wires in place).  Open door again, 
and offer some gum (stuff-stick) to the guard.  The guard get sick, and 
leaves (hee hee).  Now you can finally open the door and leave.  Yippee!  
Head right, and enter the lift.  Use guard's ID card in ID card slot.

Leave the lift and head left towards the alley.  Speak to hidden doorway, 
and return to the doctor.  Talk to doctor, and tell him what happened.

Things get a little bit strange now.  The doctor sends you through his 
strange oval device, and you find yourself in the bathroom at the office 
block.  Walk to front of bathroom to see your other self hide in the cubicle.  
Pick up charged battery from automatic sink, and then return to back of 
bathroom.  Walk through strange oval device, and automatically give 
charged battery to doctor. 

After a short cut-scene, you find yourself in a strange area.  Talk to the 
floating ball (Thrid) about everything, and then punch it.  You have 
managed to expose some Random Access Memory in the wall.

Look at exposed RAM, and then walk through the RAM into a strange 
room.  Look carefully at wall on right, and note the flashing square.  Use 
this flashing square, and you disappear.  You can now understand what 
all the nonsense means, so use your magnifying glass cursor to examine 
each area.  The problem seems to be in the lower left area - EXA 0X001F38.  
Use your wrench cursor on lower-left area to find out exactly what is wrong 
(the automatic test program is on a loop).  Use the pencil cursor to re-write 
things, and then use arrow cursor to restart the program.  

Thrid re-appears, and he is not very happy.  Talk to him about everything.  
Thrid 'hits' you, and you switch 'bodies'.  He is stuck in that room, and you 
can escape.  You find yourself communicating with the mysterious TN, so 
talk to them \ it about everything.  You want to talk to them face-to-face, 
so you are transported to the office room in the office block.  

You convince 'The Panel' to send you home… or do you?

Now sit back and watch the ending.

Walkthrough written by Frodo