-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                  _______ _______ _______ _     _ _______  ______
           |      |______ |_____|    |    |_____| |______ |_____/
           |_____ |______ |     |    |    |     | |______ |    \_
                                                       
    ______  _____  ______  ______  _______ _______ _______ _______ _______
   |  ____ |     | |     \ |     \ |______ |______ |______ |______ |______
   |_____| |_____| |_____/ |_____/ |______ ______| ______| |______ ______|
                                                                        
      _____  _______       _____  _     _  _____  ______   _____  _______
     |     | |______      |_____] |_____| |     | |_____] |     | |______
     |_____| |            |       |     | |_____| |_____] |_____| ______|

FAQ/Walkthrough
PC 1986 

Version:        1.0     released on the 3rd of October 2006
Author:         odino   http://www.gamefaqs.com/features/recognition/47976.html
This guide is EXCLUSIVELY available at GameFAQs.

.============================================================================.
| .========================================================================. |
| |                           TABLE OF CONTENTS                            | |
| '========================================================================' |
|============================================================================|
| 01.) Introduction                                              |   G0100   |
| 02.) Basics                                                    |   G0200   |
|----------------------------------------------------------------+-----------|
| 03.) Walkthrough                                               |   G0300   |
|       Basic Walkthrough                                        |   G0310   |
|       Full Walkthrough                                         |   G0320   |
|----------------------------------------------------------------+-----------|
| XX.) FAQ                                                       |   GXX00   |
| YY.) Version History                                           |   GYY00   |
| ZZ.) Credits & Thanks                                          |   GZZ00   |
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-'

===============================================================================
01.)                    INTRODUCTION                                 G0100
===============================================================================

Welcome to 'Leather Goddesses of Phobos' for the PC, an adventure game by
Infocom released in 1986.

This guide is written for the PC version but any kind of variation should be
identical (i.e. Macintosh, Atari ST).

Suggestions, comments or errors - tell me about it. Enjoy!


===============================================================================
02.)                    BASICS                                       G0200
===============================================================================

This game is a text parser adventure, thus inputting text commands will
continue the story. All commands are in UPPER CAPS and marked with > in front.

RESTART starts the game from the beginning again.
QUIT exits the game, you will asked to confirm first. EXIT is a recognized
 command but used for leaving buildings, boats or cells and so on.
SAVE saves the game, enter a name to save under. Your latest file save is the
 default so you can just press Enter next time but you will be asked if you
 want to overwrite an older save.
RESTORE loads an old saved game. Default is the latest used save game during
 a session.

AGAIN repeats the previous command, kind of like F3 on DOS prompts.
DIAGNOSE gives you a health description.
INVENTORY checks your current items.
L or LOOK for details of your surroundings.
OOPS is a neat command. If you input a word the game doesn't understand and
returns with "[I don't know the word '___']" you can type OOPS '___' with the
correction instead of retyping the entire sentence.
WAIT will often advance the story, good or bad depending if you are supposed
to wait or just dillydally around for now reason. You can abbreviate with Z.

There at three levels of naughtiness to play. They alter the game's
descriptions but overall are the same gameplay. TAME plays on very few
sexual references, LEWD switches to Lewd level, if you are old enough.
The default level is SUGGESTIVE, which is described within the walkthrough.

There are also three levels of descriptions. One is SUPERBRIEF, where the
game only tells you where you are when you enter an area. BRIEF is the
default description level, telling you details about the location the
first time you arrive only. VERBOSE will continue to tell you all the details
each time you go through this area. The walkthrough uses the default way.

STATUS is like a report, telling you the level of naughtyness you are playing
at, your score, ranking and number of turns.

Some recognized verbs:

ANSWER  KICK    ROLL
ASK     KISS    SEARCH
BOARD   KNOCK   SHOW
BUY     LICK    SIT
CLIMB   LIE     SLEEP
CLOSE   LISTEN  SMELL
COUNT   LOOK    STAIN
CUT     MAKE    STAND
DIG     MARRY   TAKE
DRINK   MEASURE TASTE
DROP    OPEN    THROW
EAT     POINT   TIE
EMPTY   POUR    TOUCH
ENTER   PULL    TURN
EXAMINE PUSH    UNTIE
FOLLOW  PUT     WALK
GIVE    READ    WEAR
HIDE    REMOVE
JUMP    RIP

Not everything in the walkthrough is as mentioned within the game. Some of the
text output was left out on purpose, some may differ slightly especially if
playing on lewd or tame level (see above).

If you are just looking for hints about solving a problem, use the HINTS
command to display a menu where you can find vague solutions to problems you
will be facing in various locations.


===============================================================================
03.)                    WALKTHROUGH                                  G0300
===============================================================================

There are two walkthroughs available: basic and full. Basic will only tell you
the commands, whereas full contains all the text the game should spill out with
the commands. The former will keep you from spoiling the game, but the latter
will help you ensure the story is progressing correctly.

 WARNING!
[Some material in this story may not be suitable for children, especially the
parts involving sex, which no one should know anything about until reaching
the age of eighteen (twenty-one in certain states). This story is also
unsuitable for censors, members of the Moral Majority, and anyone else who
thinks that sex is dirty rather than fun.]

Note: This walkthrough will make your character male, thus you will enter the
      gents restroom, have a male companion and so on. You can simply enter
      the ladies room to be female, thus changing these story points later.

-------------------------------------------------------------------------------
                        Basic Walkthrough                            G0310
-------------------------------------------------------------------------------

>NW (NE for female)
>TAKE STOOL
>PEE
>SW
>say anything, i.e. TALK until...
>TAKE ALL
>OPEN DOOR
>S
>OPEN NARROW DOOR
>S
>TAKE PAPER
>N
>U
>N
>LIGHT FLASHLIGHT
>DROP STOOL
>STAND ON STOOL
>TAKE BASKET
>D
>E
>E
>TAKE CAN
>NW
>GIVE SALESMAN FLASHLIGHT
>TAKE T-REMOVER
>KNOCK ON DOOR
>D
>PUT CHOCOLATE IN CAGE
>WAIT
>WAIT
>TAKE HOSE AND CHOCOLATE
>WAIT
>WAIT
>EAT CHOCOLATE
>BEND BARS
>OUT
>DROP HOSE
>UNSTRAP YOUR BODY
>UNSTRAP TRENT
>PUSH SWITCH
>STAND
>TAKE HOSE
>ENTER CIRCLE
>PUSH KNOB
>OPEN BOX
>TAKE COIN
>SE
>ENTER CIRCLE
>S
>S
>S
>E
>E
>SE
>PAINT CIRCLE
>ENTER CIRCLE
>S
>OPEN BAG
>DROP TRAY, CAN AND PAPER
>TAKE BAG AND RAKE
>N
>NE
>U
>TAKE SHEET
>RIP SHEET
>TIE STRIPS INTO ROPE
>TIE ROPE TO BED
>THROW ROPE OUT WINDOW
>WAIT
>WAIT
>TAKE HEADLIGHT
>CLIMB DOWN STAIRS
>E
>PUT HOSE AND HEADLIGHT IN BAG
>TAKE TRELLIS
>MOVE SOD
>ENTER CIRCLE
>U
>N
>ENTER CIRCLE
>E
>PUT TRELLIS ON HOLE
>COVER HOLE WITH LEAVES
>E
>W
>W
>E
>WAIT
>WAIT until...
>W
>W
>TAKE JAR
>OPEN T-REMOVER
>PUT JAR IN T-REMOVER
>CLOSE T-REMOVER
>TURN ON T-REMOVER
>OPEN T-REMOVER
>DROP T-REMOVER
>TAKE JAR
>ENTER CIRCLE
>TAKE BLADE
>S
>MOUNT STALLION
>W
>DISMOUNT
>TAKE SUIT
>WEAR SUIT
>OPEN DOOR
>N
>ATTACK THORBAST until...
>TAKE BLADE
>GIVE HIS BLADE TO THORBAST
>SLAY MONSTER
>UNTIE WOMAN
>N
>put photo in bag
>S
>S
>MOUNT STALLION
>E
>DISMOUNT
>W
>W
>W
>ENTER CIRCLE
>W
>NW
>W
>W
>NW
>SHOW PAINTING TO MOUSE
>TAKE MOUSE
>DROP PAINTING AND BLADE
>S
>E
>N
>N
>PUT CREAM ON ANGLE
>DROP JAR
>TAKE ANGLE
>N
>ENTER BARGE
>PUSH ORANGE
>WAIT
>WAIT until...
>PUSH ORANGE
>EXIT
>N
>TAKE CODE AND BALM
>READ CODE
>DROP CODE
>S
>ENTER BARGE
>PUSH ORANGE
>WAIT
>PUSH PURPLE
>WAIT
>WAIT
>PUSH ORANGE
>EXIT
>E
>E
>N
>Y
>ANSWER "RIDDLE"
>W
>PICK ____ (<- number from code)
>W
>WAIT
>ASK TO KISS KNEECAPS
>PUT ANGLE AND MOUSE IN BAG
>TAKE MAP AND TORCH
[Save here!]
>D
[To skip the catacombs entirely, input >$CATACOMB ]
>NW
>N
>NE
>E
>CLAP
>NE
>NE
>SE
>HOP
>CLAP
>KWEEPA
>D
>NW
>NE
>CLAP
>N
>S
>HOP
>NE
>CLAP
>U
>KWEEPA
>NW
>CLAP
>NW
>HOP
>S
>SE
>CLAP
>SE
>D
>KWEEPA
>NE
>CLAP
>HOP
>W
>N
>NW
>CLAP
>E
>W
>KWEEPA
>HOP
>CLAP
>SW
>N
>CLAP
>NE
>E
>HOP
>CLAP
>KWEEPA
>NW
>CLAP
>HOP
>N
>U
>PUT PHONE BOOK IN BAG
>DROP MAP
>TAKE PIN
>N
>E
>SE
>U
>DROP TORCH
>ENTER CIRCLE
>WAIT
>U
>WEAR BALM
>PUT PIN ON NOSE
>DROP ALL
>CLOSE EYES
>COVER EARS WITH HANDs
>KISS FROG
>REMOVE PIN
>REMOVE BALM
>DROP PIN
>GET ALL BUT PIN
>E
>SE
>ENTER CIRCLE
>NE
>E
>ENTER CIRCLE
>N
>ENTER CIRCLE
>W
>PUSH ORANGE
>E
>E
>LOOK INSIDE WELL
>WAIT
>WAIT
>WAIT
>WAIT
>WAIT
>WAIT
>WAIT
>CLIMB DOWN WELL
>EXIT
>S
>SE
>GIVE COIN TO PENGUIN
>SE
>N
>TAKE BABY
>WRAP BABY IN BLANKET
>PUT BABY IN BASKET
>S
>S
>PLACE BABY ON DOORSTEP
>WAIT
>WAIT
>OPEN DOOR
>ENTER
>TAKE BALLS
>EXIT
>N
>NW
>NW
>S
>ENTER CIRCLE
>W
>W
>NW
>W
>N
>N
>N
>PUT RAFT IN CANAL
>ENTER RAFT
>WAIT
>WAIT
>WAIT
>WAIT
>WAIT
>WAIT
>GRAB DOCK
>S
>E
>S
>BUY EXIT WITH COIN
>RAKE DUST
>N
>OPEN TUBE
>DROP EXIT
>ENTER EXIT
>STAND
>WAIT until...
[In the order Trent asks you:]
>GIVE BLENDER TO TRENT
>GIVE HOSE TO TRENT
>GIVE BALLS TO TRENT
>GIVE ANGLE TO TRENT
>GIVE HEADLIGHT TO TRENT
>GIVE MOUSE TO TRENT
>GIVE PHOTO TO TRENT
>GIVE PHONE BOOK TO TRENT


-------------------------------------------------------------------------------
                        Full Walkthrough                             G0320
-------------------------------------------------------------------------------

Joe's Bar
   An undistinguished bar, yet the social center of Upper Sandusky. The front
door is almost lost amidst the hazy maze of neon that shrouds the grimy glass
of the south wall. Doors marked "Ladies" and "Gents" lead, respectively,
northeast and northwest.

>NW (NE for female)

Gents' Room
   This filthy bathroom belies the existence of disinfectant. A single toilet
and sink are the only fixtures. More breathable air can be found to the
southeast.
   You can see a stool here.
   You trace the urge to the region of your bladder.

>TAKE STOOL

>PEE

Ahhh...
   Now that the "crisis" has passed, you notice a strong and familiar odor
pervading the room.

>SW

>say anything, i.e. TALK until...

   A brilliant flash of green light seems less unusual when followed by the
appearance of tentacled aliens, as is the case with the current flash of green
light. The tentacles wrap roughly around you as you faint.
   After an unknown amount of time... Well, let's cut the crap. 7.3 hours
later, you wake. Your head feels as if it's been run over by several
locomotives, or at least one very large locomotive, and your clothes are now
unrecognizable...

Cell
   You are in a large cell with a soft, cushiony floor. A wide door (closed,
naturally) forms the southern wall of the cell.
   Hanging on the wall is a painting of a pussy cat.
   You can see a flashlight, a stool and a blanket here.
   Someone thrusts a tray into your cell. A hunk of brown food on the tray
looks unappetizing, but smells deliciously familiar.

>TAKE ALL

>OPEN DOOR

The wide cell door swings open.

>S

End of Hallway
   A wide cell door lies open to the north, and a narrow cell door lies closed
to the south. The hallway ends at a gleaming metal door to the west, and
continues east. Something, possibly this very sentence, tells you that it
would be dangerous to travel east or west. A sign is posted next to the stairs
which lead both upwards and downwards.

>OPEN NARROW DOOR

The narrow cell door swings open.

>S

As you enter, a man sitting limply in the shadows stiffens and rises to his
feet. "A human! They got you too? I've been here a week. When you opened the
door, I figured it was a guard! Was it unlocked? I never thought of trying it.
By the way, my name's Trent. From Alaska. I'm not too bright, but I'm strong
as an ox, and I'm great with my hands. Maybe we can lick these Leather
Goddesses together."

Other Cell
   You are in a very tiny room with a rock-hard floor. A narrow cell door to
the north is open.
   A crumpled paper lies discarded in the corner. There seems to be some
writing on it.

>TAKE PAPER

>N

End of Hallway

>U

Observation Room
   Calvin Coolidge once described windows as "rectangles of glass." If so, he
may have been thinking about the window which fills the western wall of this
room. A tiny closet lies to the north. A sign is posted next to the stairs
which lead both upwards and downwards.

>N

It's too dark to see a thing. There's a distinctive odor here, though.

>LIGHT FLASHLIGHT

Okay, the flashlight is now on.

Closet
   This room is barely large enough to turn around in. Just to prove it, you
turn around. As you do, you spot a black circle, about two feet across,
seemingly painted on the floor in the corner. A shelf protrudes from one wall,
very close to the ceiling. The closet is open to the south. A strong odor
pervades the closet.

>DROP STOOL

>STAND ON STOOL

>TAKE BASKET

>D

You're sucked into the hole in a direction that isn't down, but neither is it
one of the other directions with which you're familiar.

Jungle
   You are surrounded by hot, steamy, primitive rain forest. Judging by the
overpowering heat, the excessive humidity, and especially by the gigantic
Venus flytrap sidling your way, you must be in the death-clogged jungles of
Venus. A path runs east-west through the jungle, but don't even think about
going west unless you love wading into four tons of man-eating lettuce.

>E

   This jungle path once split here, went around a mighty tree, and rejoined
off to the east. Now, it splits here, goes around a mighty hole, and rejoins
off to the east.

>E

Clearing
   This is a tiny anti-oasis of barrenness amidst the teeming Venusian jungle.
Winding paths enter the jungle in most directions.

>TAKE CAN

>NW

You walk swiftly down the trail! It turns! It twists! It narrows! Vines grab
at your ankles and bird-sized insects close in for a kill! Suddenly...

Back Door
   You're near the rear entrance of a house, to the south. Trails enter the
jungle to the east and the west. An extraordinary number of door-to-door
salesmen are camped out here, having been booted away from the front door, but
still hopeful of making a sale. A salesman approaches you. "You look like a
fella who can spot a good deal. One of my machines could change your life!
Let's barter; offer me something as an even-up trade."

>GIVE SALESMAN FLASHLIGHT

Eagerly, the salesman accepts the flashlight, mentioning that he knows a
Plutonian plutocrat who'll trade his life fortune for one, and drops an odd
machine at your feet. "It's a TEE remover," he explains. You ponder what it
removes -- tea stains, hallway T-intersections -- even TV star Mr. T crosses
your mind, until you recall that it's only 1936. But before you have a chance
to ask the salesman, he points the flashlight upwards and a giant Venusian
MegaMoth swoops down and carries him off. The other salesmen scatter like
frightened salesmen.

>TAKE T-REMOVER

   Trent trots over to you. "I've got a plan to bring these Leather Goddess
jokers to their knees," he says, flipping you a matchbook. The cover of the
matchbook is filled with scrawled notations. "If we can scrape up these items,
I can whip up something that'll knock 'em cold! A Super-Duper Anti-Leather
Goddesses of Phobos Attack Machine!!!"

>KNOCK ON DOOR

The door is thrown open by a wild-eyed mad scientist. "Nein! Nein! Nein! I
don't need any!" Then, taking a closer look at you through spectacles thick
enough to stop gamma rays, he says, "Oh! Not ein salesman! In fact, just der
type I need for mein experiment." He grips your wrist with surprising strength
and drags you inside.

Looks Can Be Deceiving
   From the innocent appearance of this quiet living area, you'd never guess
that all sorts of twisted, maniacal, perverted experiments are in progress a
short flight of stairs below. There are doors to the north (open) and south.
   You can see a mad scientist here.
   You feel uneasy as the mad scientist locks the door behind you and
dissolves the key in a vat of acid.

>D

Laboratory
   The scientist's madness is finally evident by his lab, filled with many
expressions of insane genius, such as the two caged gorillas, one male and one
female, the two slabs for strapping down human victims, and the huge red power
switch. A closed door leads north; at the foot of the winding stone stairs is
a black circle.
   It seems that the cage contains a rubber hose.
   The mad scientist bounds down from the first floor, activating a
(guaranteed 100% effective) Vaporo-Zap Energy Barrier across the foot of the
stairs.

>PUT CHOCOLATE IN CAGE

>WAIT

Time passes...
   Again exhibiting extraordinary strength, the mad scientist straps you down
on the first slab and Trent onto the second slab.

>WAIT

Time passes...
   The mad scientist flips the huge red power switch, and you suddenly find
yourself within the cage. Oddly, you can also see yourself still strapped to
the first slab. As you swing across the cage to get a better look, you realize
that you're now inside the body of a gorilla.

>TAKE HOSE AND CHOCOLATE

>WAIT

Time passes...

>WAIT

Time passes...
   "Ach!" yells the mad scientist, "mein theory iss wronk! Der sex drive uf a
species resides in der brain, not in der body!" He dashes off.
   Through the briefly open door, you see two Venus flytraps running madly
around the next room. One is chasing, while the other is frantically trying to
stay as far away as possible.

>EAT CHOCOLATE

Mmmm! It's a piece of really good chocolate! You feel yourself getting a sugar
rush.

>BEND BARS

Bellowing madly, you pull at the bars! Slowly, they spread apart to form an
opening.

>OUT

You get out of the cage.

>DROP HOSE

>UNSTRAP YOUR BODY

Your body leaps for a rafter and lands back on the first slab with a loud
"whump," looking momentarily stunned.

>UNSTRAP TRENT

As you untie Trent's body, it attempts to wrap its arms around you as though
they were tentacles.

>PUSH SWITCH

Zap! You're back in your own body! The gorilla looks confused and slinks back
into the comfortingly familiar environment of the cage.

>STAND

You get off the first slab. You also help Trent up from the second slab.

>TAKE HOSE

>ENTER CIRCLE

You're sucked into the hole in a direction that isn't down, but neither is it
one of the other directions with which you're familiar.

Vizicomm Booth
   This small booth, which opens to the southeast, contains an ordinary pay
vizicomm, with a handset, coin slot, dial, coin return knob, and coin return
box. A red sign is posted over the vizicomm.

>PUSH KNOB

"Clank."

>OPEN BOX

A coin falls to the ground!

>TAKE COIN

>SE

Rocky Clifftop
   Even the most adaptable Venusian flora can't gain a foothold on this
outcropping, so the jungle (which can be entered to the north or west) peters
out here. To the southeast, your clifftop vantage offers a stunning view of
more lush jungle, stretching unbroken to the horizon.
   To the northwest, between the two paths into the jungle, is a vizicomm
booth. At the edge of the cliff is a black circle.

>ENTER CIRCLE

You're sucked into the hole in a direction that isn't down, but neither is it
one of the other directions with which you're familiar.

Royal Docks
   During the peak of King Mitre's reign, a cruel joke went around the kingdom
that Mitre's two greatest loves were his Royal Docks and his Royal Ducks. The
joke was never very good and has long since been forgotten, and the ducks
perished years ago from a sexually transmitted disease, but the docks remain,
jutting into a wide Martian Canal which flows from west to east. Behind you,
to the south, is a ruined castle.
   A barge, hand-crafted from fine Martian cedarwood, is moored at the end of
the dock.

>S

Throne Room
   This is the Throne Room of the once-potent King Mitre, of legendary fame.
Of course, the version you've probably heard is significantly warped from What
Really Happened.
   In the diseased version of the legend commonly transmitted on Earth, Mitre
is called Midas. The King was granted his wish that everything he touched
would turn to gold. His greed caught up with him when he transformed even his
own daughter into gold.
   King Mitre's wish was, in fact, that everything he touched would turn to
forty-five degree angles. No one has ever explained this strange wish; the
most likely hypothesis is a sexual fetish. In any case, the tale has a similar
climax, with Mitre turning his own daughter into a forty-five degree angle.
   King Mitre sits upon the throne, looking dejected and lonely. Next to him
is a pile of forty-five degree angles. One stands out from the others, thanks
to its golden hair and flowing white gown. The main entrance of the throne
room is to the south, but a tight opening leads north.

>S

Ruin
   You stand amongst the ruins of a mighty castle. The only part of the castle
that is more than a pile of rubble is to the north. A path leads out of the
ruin to the south.

>S

Martian Desert
   As you wander amidst these towering dunes of red Martian sand, you notice
three distinct pathways: north, east, and west.

>E

Another Ruin
   This ancient castle now lies in ruins. (There do seem to be quite a few of
them around here, eh?) All that remains of its once-proud ramparts are dust
and rubble, and an occasional stone block. A path leads away from the ruin to
the west. To the east: unchartable desert.
   Sitting on one of the stone blocks is a large green frog. Something about
it catches your eye.

>E

Martian Dessert
   No, not a typo. "Dessert" refers to the fifty foot Martian Cream Pie here.
A mirage, of course. People hopelessly lost in the desert often see strange
mirages, such as cream pies, lakes, or trails to the northwest and southeast.

>SE

Oasis
   This is a remarkable sight on arid Mars -- subsurface water bubbling up in
a fountain, flowing around a black circle, and soaking into the thirsty sand.
A path curves east around the sand dunes. To the west: unchartable desert.
   A little bunny rabbit is sipping at the waters of the oasis.
   Inexplicably, the circle fades before your very eyes, slowly going from
black to white.

>PAINT CIRCLE

The circle is once again black!

>ENTER CIRCLE

You're sucked into the hole in a direction that isn't down, but neither is it
one of the other directions with which you're familiar.

Cleveland
   You suddenly find yourself longing for the slime pits of Venus or the
sandstorms of Mars. This particular section of Cleveland has exits to the
northeast and south.

>S

Lawn
   Yes, "Lawn" is the kindest word for this muddy patch of limp crabgrass.
Miraculously, someone actually seems to give a damn about this lawn, because
there are signs of recent activity: a wooden rake and a large canvas sack. A
fence rings the lawn; through an opening to the north you can see Cleveland.

>OPEN BAG

Opening the canvas sack reveals a whole bunch of leaves.

>DROP TRAY, CAN AND PAPER

>TAKE BAG AND RAKE

>N

>NE

Teensy-Weensy House
   This rickety home is so petite that the entire first floor is only one
location in this story. When you tire of this floor, you can go east,
southwest, or up.

>U

Bedroom
   The second floor of the house has an open window overlooking the street and
a stair leading down.
   The bed is unmade, with the sheet lying half on the floor.

>TAKE SHEET

>RIP SHEET

You rip the sheet into strips of cloth.

>TIE STRIPS INTO ROPE

With the expertise of one who has watched countless prison escape movies, you
tie the strips into a rope.

>TIE ROPE TO BED

Okay, the rope of cloth is now tied to the bed.

>THROW ROPE OUT WINDOW

The rope of cloth hangs almost to the ground. Trent looks awed. "Super idea!
Doesn't look too strong, though. I'm lighter, so I'll go down."

>WAIT

Time passes...
   Trent climbs down the rope and unscrews the headlight. Suddenly, a truck
barrels down the street and hits Trent, carrying him out of sight. Moments
later, you hear an explosion. As the smoke drifts past the window, your eyes
fill with tears. You hang your head in sorrow for a moment to honor your
brave, loyal companion who gave his life that humanity might be safe from the
terrible scourge of the Leather Goddesses of Phobos.

>WAIT

Time passes...
   The ceiling collapses into a cloud of old plaster and startled termites,
and out of the middle of it steps Trent, looking dishevelled but, for the most
part, alive!
   "That truck explosion knocked me into the basement of some nutty professor,
who strapped me into a faster-than-light missile he was about to test! Halfway
to Pluto, I was intercepted by slavers looking for asteroid mining laborers. I
beat off about thirty of 'em, but they just kept coming and coming. Just then
I noticed a black circle which led to a spot about four feet above the floor
of the attic ... or what used to be the floor of the attic. Anyway, I got the
headlight!" He points to the battered but usable headlight on the floor.

>TAKE HEADLIGHT

>CLIMB DOWN STAIRS

>E

Garden
   The house opens onto a fragrant garden! A piece of sod has been recently
planted, and a clump of yellow, bulbous flowers grows nearby. The flowers
barely reach the trellis which rises behind them. You can reenter the house to
the west.

>PUT HOSE AND HEADLIGHT IN BAG

>TAKE TRELLIS

>MOVE SOD

Moving the sod reveals a black circle.

>ENTER CIRCLE

You're sucked into the hole in a direction that isn't down, but neither is it
one of the other directions with which you're familiar.

End of Hallway

>U

>N

It's too dark to see a thing. There's a distinctive odor here, though.

>ENTER CIRCLE

You're sucked into the hole in a direction that isn't down, but neither is it
one of the other directions with which you're familiar.

Jungle
   Flies must be in short supply, because the Venus flytrap nearby expectantly
rustles a few stalks and begins creeping in your direction.

>E

Fork, Of Sorts
   As the Venus flytrap scurries along, you dash to the eastern side of the
hole in order to be as far from it as possible.

>PUT TRELLIS ON HOLE

The trellis barely spans the hole.

>COVER HOLE WITH LEAVES

The leaves cover the trellis.

>E

Clearing
   Holy tropism! The Venus flytrap loses interest in you and crawls away.

>W

Fork, Of Sorts
   The edge of a trellis is just visible under a whole bunch of leaves.

>W

Jungle
   Flies must be in short supply, because the Venus flytrap nearby expectantly
rustles a few stalks and begins creeping in your direction.

>E

Fork, Of Sorts
   The edge of a trellis is just visible under a whole bunch of leaves.
   As the Venus flytrap scurries along, you dash to the eastern side of the
hole in order to be as far from it as possible.

>WAIT

Time passes...
   The Venus flytrap sidles closer.

>WAIT until...

Time passes...
   Never before has splintering wood sounded so sweet or tossed salad looked
so lovely. The amazing flying flytrap tumbles into your flytrap trap, covered
with leaves and bits of shattered trellis, giving the plant the amusing
appearance of a tar-and-feather victim.

>W

>W

Spawning Ground
   As if this hasn't already been a rough enough day, you have stumbled upon a
spawning ground for Venusian slime beasts. The ground is oozy with protoslime.
Fortunately, these beasts are still in the earliest (and least deadly) stage.
Only one spot is free of slime: the black circle near the path to the east.
   Inexplicably, sitting next to the circle, untouched by time or slime, is a
jar of ointment.

>TAKE JAR

>OPEN T-REMOVER

>PUT JAR IN T-REMOVER

>CLOSE T-REMOVER

>TURN ON T-REMOVER

Sparks! Explosions! "Pockita pockita pockita FEEP!" exclaims the machine.

>OPEN T-REMOVER

>DROP T-REMOVER

>TAKE JAR

>ENTER CIRCLE

You're sucked into the hole in a direction that isn't down, but neither is it
one of the other directions with which you're familiar.

Hold
   You are in the cargo hold of a giant spaceship. A tiny viewport is set into
the curving steel hull, and arched passageways lead in directions that we will
arbitrarily call south and southwest.
   One item in the hold is a sword, a potent weapon with a long, hard blade of
glistening steel.
   A radium-powered grenade clatters against the deck! You glimpse a shadowy
figure, dressed in black, slipping away. Trent yells to hit the deck, and
hurls himself onto the grenade!
   A sickening explosion splatters Trent all around the room! As you struggle
to control your shock and nausea, your eyes fill with tears. You hang your
head in sorrow for a moment to honor your brave, loyal companion who gave his
life that humanity might be safe from the terrible scourge of the Leather
Goddesses of Phobos.

>TAKE BLADE

>S

Stable
   This must be the flagship for the Leather Goddesses of Phobos Main Attack
Fleet, since this stable contains the Leather Goddesses of Phobos Main Attack
Fleet Cavalry Mounts. The most striking horse is a magnificent white stallion.
There are exits to the "north" and "west."

>MOUNT STALLION

>W

Kicking your proud mount forcefully in the flank, you gallop down a long
corridor pulsing with light. Above the echoes of the hoofbeats, you can hear,
almost feel, the throbbing of mighty engines. After a minute of wild riding...

At Main Hatch, on the stallion
   To the "north," the main hatch of the flagship is closed. A long corridor
leads "east."
   Hanging by the hatch is a white, form-fitting therma suit.

>DISMOUNT

>TAKE SUIT

>WEAR SUIT

>OPEN DOOR

>N

In Space
   You are floating in outer space near a battleship (to the "south") and a
small passenger spaceship (to the "north"). Hanging from the base of the long,
potent-looking battleship are two pendulous, brimming fuel tanks. Saturn looms
above (below?) you, her rings sparkling in the sunlight.
   A figure in black, doubtless the same person who tossed the grenade into
the hold, is near the smaller ship. Given his mean expression and
characteristic black outfit, it must be Thorbast, the Chief Assassin for the
Leather Goddesses of Phobos.
   Thorbast is struggling with a young woman of wealthy garb and demeanor.
Noticing you, he straps the woman to the hull of the small passenger spaceship
and jumps toward you, stopping just a few feet away.
   With a chillingly evil grin, he draws a long, pointed sword. "Ah, the
escaped prisoner. Disposing of you will be a small but enjoyable feather in my
cap." As he speaks, a foul odor wafts toward you.

>ATTACK THORBAST until...

   Thorbast feints backward and then launches a blow straight at your neck!
Moving with a speed rarely associated with anything besides self-preservation
you parry, knocking the sword out of Thorbast's hands! It drifts toward you,
spinning slowly.

>TAKE BLADE

>GIVE HIS BLADE TO THORBAST

As Thorbast accepts the sword, he realizes that such a gesture is the final
proof that you are the good guy, and therefore he hasn't got a chance of
winning. Being a practical person, Thorbast saves both of you a lot of time
and aggravation by goring himself on his own blade. Spewing droplets of blood,
his body drifts away into the blackness of space.

>SLAY MONSTER

The tree-monster squawks and flees, proving that its bark is worse than its
bite.

>UNTIE WOMAN

You untie the young woman who, beckoning you to follow, enters the small
passenger spaceship.

>N

Space Yacht
   This is the main cabin of a fashionable passenger ship, with exits to the
"east" and "south."
   The young woman turns to you. "I am called Elysia; my father is the
wealthiest man in the system. You will be grandly rewarded for saving me from
that horrid kidnapper."
   She grabs a photo off the wall, scribbles on the back of it, and hands it
to you. "Here is father's address; see him the next time you're on Ganymede,
and you will be handsomely repaid. But now, I must retire to my cabin to
recover from this hideous ordeal." She curtsies, a bit unsteadily, and exits
to the east, closing the door behind her.

>put photo in bag

>S

>S

At Main Hatch
   You hear panting as Trent dashes up behind you, somewhat out of breath.
"Good, you're still here! Thank God that time traveller who wandered by the
hold had a matter reconstituter!"

>MOUNT STALLION

>E

Kicking your proud mount forcefully in the flank, you gallop down a long
corridor pulsing with light. Above the echoes of the hoofbeats, you can hear,
almost feel, the throbbing of mighty engines. After a minute of wild riding...

>DISMOUNT

>W

Long Corridor
   You are partway along an "east-west" hall of mind-numbing length. Rings of
light pulsate along the corridor in rhythm with the ship's throbbing engines.
Openings lead "east" and "northeast".

>W

>W

>ENTER CIRCLE

You're sucked into the hole in a direction that isn't down, but neither is it
one of the other directions with which you're familiar.

Geronimo!
   Yow! You appear in midair, high above a canal-studded desertscape. The
ground is approaching uncomfortably fast.
   Caw! Caw! A pterodactyl snatches you and Trent in midair and deposits you
safely in...

Oasis
   A little bunny rabbit is sipping at the waters of the oasis.

>W

>NW

>W

>W

Yet Another Ruin
   Wind whistles among the fallen archways, crumbled balustrades, and black
circle of this ruined castle. (It's no wonder this section of Mars is
considered the Ruined Castle Capital of the Solar System.) Paths lead east and
northwest through the rubble.

>NW

Hickory & Dickory Dock
   This dock, which extends north into a broad canal, is crafted of fine woods
from across the solar system: hickory wood from the forests of Earth, and
dickory wood from the jungles of Venus. A path leads south.
   You spot a little white marsmouse running along the dock.

>SHOW PAINTING TO MOUSE

The mouse freezes with fear.

>TAKE MOUSE

>DROP PAINTING AND BLADE

>S

>E

>N

>N

Throne Room
   King Mitre sits upon the throne, looking dejected and lonely. Next to him
is a pile of forty-five degree angles. One stands out from the others, thanks
to its golden hair and flowing white gown. The main entrance of the throne
room is to the south, but a tight opening leads north.

>PUT CREAM ON ANGLE

As the lotion soaks in, the angle slowly transforms into a beautiful princess.
Mitre, gushing tears of happiness, cries, "You have restored my beloved Theta
to me!" He reveals a perfect eighty-two degree angle. "I only brushed against
it," explains the King. "Please accept it, along with my thanks." He reaches
out to shake your hand.

>DROP JAR

>TAKE ANGLE

>N

As you leave, you hear behind you a sound like a forty-five degree angle
landing on a pile of forty-five degree angles. "Oh damn! Not again!" you hear
Mitre moan.

Royal Docks
   A barge, hand-crafted from fine Martian cedarwood, is moored at the end of
the dock.

>ENTER BARGE

You are now in the royal barge. Trent gets in behind you. You notice some
simple controls.

>PUSH ORANGE

The writing on the button changes as you press it. The barge slides away from
the dock, into the deeper waters of the canal.

Martian Canal, in the royal barge
   The royal barge rocks gently in the current of a wide canal. A dock is
visible on the southern shore.

>WAIT

Time passes...
   The royal barge drifts further down the canal.

Martian Canal, in the royal barge
   The royal barge rocks gently in the current of a wide canal. The banks of
the canal are steep and sandy.

>WAIT until...

   The royal barge rocks gently in the current of a wide canal. A dock is
visible on the northern shore.

>PUSH ORANGE

The writing on the button changes as you press it. The barge drifts toward the
dock on the northern shore, butting against it with a loud "clank."

Baby Dock, in the royal barge
   This tiny dock, partly buried by drifting sand, extends south into the
canal. A break in the sand forms a trail to the north.

>EXIT

>N

Among the Dunes
   You are in a tiny basin, protected by dunes from the fierce Martian winds.
The dunes are impassable, except to the south.
   A strange alien, probably a member of one of the ancient warrior races of
Mars, lies dead at the base of a dune.
   Lying next to the body, partially buried in the sand, is a strange coded
message.
   The alien may have died of acute chapped lips (a perennial problem in the
arid Martian climate). If so, it was a sudden death, for the lip balm near the
body is completely unused.

>TAKE CODE AND BALM

>READ CODE

VSDFHHQN UXRB VVLN RW UHK JQLNVD BE UHK RW IOHVUXRB BILWQHGL -- SDP WHUFHV HKW
WHJ GQD QDWOXV HKW IR ____ UHEPXQ HILZ WFDWQRF RW VL QRLVVLP UXRB

[To decode this message, check the comic book that came with the game. Use a
 three letter cypher, i.e. D becomes A, E become B and so on. Then reverse the
 message to read it. Makes sense?! E.g. VSDFHHQN -> SPACEENK -> KNEECAPS. The
 number itself just needs to be turned around, which you will need soon.]

>DROP CODE

>S

>ENTER BARGE

>PUSH ORANGE

>WAIT

>PUSH PURPLE

>WAIT

>WAIT

>PUSH ORANGE

Now THIS Is My Kind of Dock, in the royal barge
   If I owned a pier on a major Martian canal, I'd want it to look just like
this one -- handsome, well-proportioned, and amply endowed with jade and
ivory. I could probably live without the alabaster stair which leads up at the
end of the dock, to the east.

>EXIT

>E

Main Hall of Palace
   A shaft of sunlight penetrates the stained glass windows and glistens off a
large reflecting pool, filling this huge entry hall with a seductive pattern
of tantalizing colors. Gleaming marble pillars rise majestically from the pool
to support a towering, arched roof. You are on a branching pathway suspended
above the pool, leading toward shadowy archways in every direction.

>E

Oriental Garden
   These twisted trees and elegant footbridges are even more beautiful than
the gardens of the most lavish Fu Manchu films. Paths from the north,
southeast, and west meet at a large well of hand-carved stone in the center of
the garden.

>N

Audience Chamber
   The good news is that this hall is intoxicatingly beautiful, laid with the
snow-white fur of the rare Martian Velvetworm and endowed with platinum arches
and balustrades. Silky curtains embrace openings to the south, southwest, and
west.
   The bad news is that no man has ever entered the Audience Chamber of the
Sultan and departed alive.
   The Sultan is here, enthroned.
   "Ah," says the Sultan, "a visitor. This is pleasing; it was turning out to
be a very dull morning." He clears his throat. "The rules: I will pose a
riddle. If you answer it correctly, you may spend one hour with any of my
wives. If you answer incorrectly, you will die. If you do not answer, you will
die. If you enter the harem before answering, you will die. If you attempt to
leave, you will die. If you touch me in any way, you will die. If I happen to
sneeze, you will die. If any situation not covered by the rules occurs, you
will die." He motions to one of the palace eunuchs. "Go tell the animal
tenders not to feed the tigers yet." Pause. "Are you ready?"

>Y

"Here, then, is the riddle. Don't strain your head; no one's ever gotten it
right." You hear a growling snarl from somewhere nearby.
   "Some say I'm pointless,
       yet many are obsessed by me.
    I have caused heroic gambles
       and sown endless frustration.
    Uncounted deaths have I caused.
       What am I?"
   Trent steps briskly forward. "That's easy!" he yells. "A grapefruit!" As
the eunuchs snicker behind their weapons, the Sultan cries "Wrongo!" and Trent
is led away. As you hear, from nearby, a fierce roar followed by a blood-
curdling scream, your eyes fill with tears. You hang your head in sorrow for a
moment to honor your brave, loyal companion who gave his life that humanity
might be safe from the terrible scourge of the Leather Goddesses of Phobos.
   "Your turn to guess," says the Sultan, looking gleeful.

>ANSWER "RIDDLE"

The Sultan looks crestfallen. "Yes, that's right." The Sultan is struck by a
thought. "Can we kill him anyway?" He begins arguing loudly with one of his
legal advisors. This might be a good time to make a beeline for the harem to
the west.

>W

A well-armed female guard blocks you. "Congratulations on your performance,"
she says in a bored voice. You wonder how the guard can be so unmoved by your
historic feat. As though sensing your thoughts, the guard says, "The Sultan
likes to pretend that no one's ever gotten the riddle, but someone got it last
year, the word spread around, and now everyone knows the answer. You're the
twelfth winner this week already. He sent away to Maude's House of Riddles on
Ganymede for a new one, but the mail is so slow..." The guard shakes her head.
"Well, pick a wife; any number from 1 to 8379. Don't waste time thinking;
they're all clones anyway." She looks at you expectantly.

>PICK ____ (<- number from code)

The guard, walking off, says, "I'll summon that one. You may enter."

>W

Harem
   This is a sensuous location of silks and satins and furs. A draped exit
leads east. A pleasant odor tickles mischievously at your nose.

>WAIT

Time passes...
   A figure, completely cloaked in veils of silk, enters and beckons you
deeper into the harem...

Inner Harem
   This luxurious bedroom, presumably one of many throughout the harem, is
appointed with a multitude of exotic furs, warm to the touch as though still
alive. The heady aroma of perfume and incense mingle in the air. There's an
exit to the southeast.
   Sultan's wife #1278 touches a button at the shoulder of her tunic and it
slowly floats to the floor. She pulls you down onto the furs, whispering in a
husky voice, "For an hour, I am yours."

>ASK TO KISS KNEECAPS

"Oh," whispers Sultan's wife #____, "you're from the rebels! Here's the secret
map," she says, laying a secret map at your feet, "and here's a reliable
torch," she says, lighting a reliable torch and placing it next to the map.
She moves some furs to reveal a secret entrance leading downwards. "The only
way out is through the catacombs -- if you come back this way with the secret
map, the harem guards will..."

>PUT ANGLE AND MOUSE IN BAG

>TAKE MAP AND TORCH

[Save here!]

>D

As you leave, Sultan's wife #____ throws herself into your arms. Her ample
bosom presses against your chest as she whispers into your ear, "Please, oh,
please be careful down there!" She kisses you longingly, but eventually you
descend, reluctantly, into the gloom of the catacombs...

[To skip the catacombs entirely, input >$CATACOMB ]

>NW

>N

>NE

>E

>CLAP

>NE

>NE

>SE

>HOP

>CLAP

>KWEEPA

>D

>NW

>NE

>CLAP

>N

>S

>HOP

>NE

>CLAP

>U

>KWEEPA

>NW

Forgotten Storehouse
   No living creature can even guess how long this storehouse has sat amidst
the catacombs, undisturbed by man or by time, untouched by wars and weather, a
silent witness to the passing eons, the rise and fall of empires, the births
and deaths of countless billions, its only visitor the dark waters of a
Martian canal.
   Sitting in one corner is a Cleveland telephone directory.

>CLAP

>NW

>HOP

>S

>SE

>CLAP

>SE

>D

>KWEEPA

>NE

>CLAP

>HOP

>W

>N

>NW

>CLAP

>E

>W

>KWEEPA

>HOP

>CLAP

>SW

Burial Chamber
   Generations of Sultans and Sultanesses are entombed here, along with their
vast wealth, their favorite servants, and some form of transportation to the
next world. For example, one Sultan lies amidst mountains of rubies,
surrounded by a fleet of dirigibles.
   On the other hand, another Sultan had a considerably more modest vision of
the afterlife, bringing only a simple rubber life raft.

>N

>CLAP

>NE

>E

>HOP

>CLAP

>KWEEPA

>NW

>CLAP

>HOP

>N

Ladder Room
   This spot is much like the rest of the catacombs, except that a ladder
leads up into the darkness.

>U

You climb for a seemingly endless time, with the ladder becoming increasingly
rickety. Suddenly a rung snaps, and you tumble into the darkness! You bounce
painfully into a slanted ventilation shaft, slide through a wooden grating,
and land amidst thousands of silk brassieres.

Laundry Room
   One of the less pleasant aspects of running a palace is the sheer volume of
dirty laundry its occupants produce. Why, the 8379 wives alone could keep a
crew of cleaners sleepless. Add in the servants, cooks, gardeners,
stablehands, jesters, visiting nobles, brothers-in-law in virtual permanent
residence... Suffice it to say that there's one hell of a lot of dirty laundry
here. You can barely see the exit to the north through it all.
   Today must be drying day at the laundry, since there's only one clothes pin
left.

>PUT PHONE BOOK IN BAG

>DROP MAP

>TAKE PIN

>N

>E

>SE

Base of Tower
   A slender tower protrudes magnificently above the palace grounds. A stair
winds up into the tower and an oriental garden spreads out to the northwest.

>U

Minaret
   By standing erect at the parapet of this mighty tower, you command an
exciting view. Below, gardens and courtyards intermingle with the palace
buildings, forming a fertile oasis in the Martian desert. Off to the west,
docks straddle a deep canal. On the far shore, sand dunes lap at crumbling
buildings. On the top step of a winding stair is a black circle.

>DROP TORCH

>ENTER CIRCLE

>WAIT

Time passes...
   Suddenly, part of the floor collapses, and you and Trent tumble through the
resulting hole...

Cell
   Among the new rubble, you notice a black circle, attached to a piece of
(what used to be) the floor of the cramped space.

>U

Roof
   Your view extends to the horizon, which on tiny Phobos usually means a few
hundred feet. Thrusting up into sight beyond the horizon are the arching
towers and curving domes of the notorious Pleasure Palace of the Leather
Goddesses of Phobos. On a wide plain between here and the palace, powerful
warships are poised for the imminent invasion of Earth.
   Mars dominates the view, a dull red orb spanning a quarter of the sky.
Bright blue canals lace the surface, and white caps of ice are visible at both
poles.
   A stairway leads down into the building. Near the edge, seemingly painted
onto the roof, is a black circle. You might be able to jump to the ground, but
frankly we advise against it.

>WEAR BALM

You coat your lips with the glistening balm, using up the whole stick.

>PUT PIN ON NOSE

>DROP ALL

>CLOSE EYES

>COVER EARS WITH HANDs

>KISS FROG

You lean forward with your eyes closed, your nose shut, your ears covered and
your lips smeared with balm. Planting your mouth solidly against the frog's,
you kiss deeply. When you feel a tongue sliding into your mouth, revulsion
gives way to pleasure, as the no-longer-enchanted but quite enchanting
princess presses against you. Some time later, after the princess has
departed...
   As you gather up your garment and put it on, you notice a common household
blender on the ground. There's an engraving on its side. Trent is at the other
end of the ruin, sifting through some rubble, oblivious to your "experience."

>REMOVE PIN

>REMOVE BALM

>DROP PIN

>GET ALL BUT PIN

>E

>SE

>ENTER CIRCLE

>NE

>E

>ENTER CIRCLE

>N

>ENTER CIRCLE

>W

>PUSH ORANGE

>E

>E

>LOOK INSIDE WELL

>WAIT

>WAIT

>WAIT

>WAIT

>WAIT

>WAIT

>WAIT

>CLIMB DOWN WELL

You climb down the well for a long distance. Near the bottom the handholds
end, so you and Trent leap the rest of the way, landing on a black circle.
You're sucked into the hole in a direction that isn't down, but neither is it
one of the other directions with which you're familiar.

Martian Canal, in the royal barge
   The royal barge rocks gently in the current of a wide canal. The banks of
the canal are steep and sandy.
   The royal barge barges further down the canal. A wide dock spans the canal
to the south. The royal barge butts up against it, pinned to the dock by the
current.

Icy Dock, in the royal barge
   This is the southern terminus of the canal. Far below this dock,
teleportation machinery transports massive quantities of water back to the
head of the canal in the equatorial region of Mars. It's quite chilly, and the
dock is covered with a sheet of ice. To the south, as far as you can see, is
the bleak whiteness of the southern ice cap.

>EXIT

>S

Edge of Polar Ice Cap
   This snowy plain is barren of all signs of life. Drifts block travel in all
directions but north, south and southeast. It's pretty cold, but nothing a
tough guy like yourself can't stand.

>SE

Penguin Park
   Even on Mars, one could hardly expect a polar visit without seeing
penguins. Well, here they are! A whole waddling mass of them, a pack so dense
they completely block the path to the southeast. Other paths lead west and
northwest.
   One penguin teasingly waves a sign in your direction, much like a matador
waving his cape toward a bull.

>GIVE COIN TO PENGUIN

The penguins, satisfied by your donation to the PRF, part ranks for you to
pass. The going rate for donations to the fund must be nine marsmids, since
one of the penguins hands you a one marsmid coin.

>SE

Gypsy Camp
   This is the campsite of a family of nomadic robotic gypsies. A ragged tent
is pitched on the north side of the camp, and trails lead northwest and south.
   A male and a female robot emerge from the tent, waving in a gesture of
gypsyish greeting. "Hello, weary traveller! We are but poor gypsies, but we
invite you to spend the night in our humble tent and share our simple but
delicious oil and silicon stew." Suddenly, in an event so shocking that even a
hardened space opera hero like yourself is stunned beyond belief, a meteorite
shrieks through the atmosphere and completely obliterates the two robots.

>N

Inside the Tent
   This tattered tent, home to the deceased robots, provides meager protection
against the cold polar winds. You can exit to the south.
   A little baby robot is shivering in the corner. It stops crying long enough
to open a tiny metal eyelid and look at you. "Mommy?" it says, in a quavering,
high-pitched, metallic voice.

>TAKE BABY

>WRAP BABY IN BLANKET

The baby stops crying and, in the comfy warmth of the blanket, slips into a
calm sleep. A peaceful smile creeps over its face.

>PUT BABY IN BASKET

>S

>S

South Pole
   You are standing near the front stoop of a very large igloo. Its door is
flanked by a faded sign and a barred window. Paths lead north, north and
north.

>PLACE BABY ON DOORSTEP

You place the baby gently on the stoop and sneak behind a nearby snowdrift.

>WAIT

>WAIT

   A matronly woman of massive proportions and rather cubical aspect opens the
igloo door. She coos over the baby for a moment then carries it inside,
closing the door behind her.

>OPEN DOOR

>ENTER

Orphanage Foyer
   The igloo's front hall has rooms to the northeast and northwest. A barred
window is next to the open door to the south.
   You can see a pair of cotton balls here.

>TAKE BALLS

>EXIT

>N

>NW

>NW

>S

Allusion Room
   A solitary black circle is the only break in an vaste expanse of whiteness
extending to the horizon. Like a dark speck in a sea of white, or a huge piece
of typing paper with but a single period typed upon it, this black circle
seems to have been placed here entirely as an opportunity for some silly
literary allusions. To avoid the danger of accidentally typing an "L" and
having to read them again, follow the faint trails to the north or east.

>ENTER CIRCLE

Wattz-Upp Dock
   This tiny dock is the maritime entrance to the once-famous Wattz-Upp
section of Mars. East of the dock is a wide, north-south canal; you can hear a
gurgling sound to the west. There's a chill in the air; you might be
approaching the south polar cap.

>W

>W

>NW

>W

>N

>N

>N

>PUT RAFT IN CANAL

The raft is now bobbing in the canal. If you weren't holding it, it would
surely be carried away.

>ENTER RAFT

>WAIT

>WAIT

>WAIT

>WAIT

>WAIT

>WAIT

>GRAB DOCK

You lunge for the dock and secure a handhold. An agile clamber places you and
Trent on the dock. To keep it from floating away, you pull the raft out of the
water.

Donald Dock
   This dock, on the south shore of the canal, is named after Don Donald, the
first resident of Mars. There are no paths leading inland, but a tall dune to
the south is less steep than the others.

>S

Dunetop
   From this vantage, you can see the canal curving south, a bit downstream
from here. Just after this bend, two docks flank the canal: an opulent dock on
the east bank, and a dilapidated one on the closer shore.

>E

Canalview Mall
   As with all Martian civilization, this once-fashionable shopping center has
fallen upon hard times; the only store to have endured the fifteen-millenia
recession lies to the south. The canal is still as visible as it was when
scheming marketeers misnamed the mall generations ago -- in other words, not
at all. A path leads east, and a dune to the west seems mountable.

>S

Exit Shop
   This store is in good shape only relative to the other shops in the mall;
for example, the last time it was vacuumed, humans were just inventing
writing. The dust nearly covers the proprietor, who sits forlornly in the
corner beneath a faded sign. An exit is barely visible through the dust to the
north.
   The proprietor stirs somewhat from his lethargy. "Don't get many customers
these days, since they abandoned the dock. In fact, you're only the third in
the last hundred and fifty centuries." He slips back into a drowse.

>BUY EXIT WITH COIN

The proprietor slowly focuses one eye on the coin. "Not much in stock these
days," he explains. "My supplier went bankrupt ninety thousand years ago." He
takes the coin and starts to hand you a cardboard tube, but his eye drifts out
of focus again, and he drops it wearily into the dust.

>RAKE DUST

You grasp a tube!

>N

>OPEN TUBE

Opening the tube reveals a flexible black circle.

>DROP EXIT

>ENTER EXIT

Boudoir, on the divan
   There is only enough light here to make out vague shapes. You seem to be
lying on a plush divan. You hear heavy breathing from nearby, and realize that
you are not alone on the couch. A pleasing odor comes from close by.

>STAND

>WAIT until...

   You hear a click, and the room is flooded with light!

Boudoir
   Oh, no! You have violated the sanctity of a boudoir! And not just any old
boudoir, but an extremely secret and private boudoir! And not just any old
extremely secret and private boudoir, but an extremely secret and private
boudoir belonging to the Leather Goddesses of Phobos!
   "The escaped prisoners!" cries one of the Leather Goddesses of Phobos.
"Sound the alarm!"
   "Inform the guards!" yells another.
   "Call out the army!"
   "Alert the space fleet!"
   "Summon my masseur," says the single unfrantic Goddess, calmly pulling a
lever. As the floor opens up, you and Trent plunge down a long chute...

Plaza
   This is a wide plaza between the arching towers and curving domes of the
notorious Pleasure Palace of the Leather Goddesses of Phobos. It is a lovely,
bucolic area of gushing fountains, curving flower beds, and lawns of thick,
green grass. Birds fly amongst the trees, singing peacefully, as baby
squirrels hop across the lawn, lazily collecting nuts.
   A half-megaton grenade explodes nearby as the palace guards attempt to
repel notorious Pleasure Palace of the Leather Goddesses of Phobos. It is a
lovely, bucolic area of gushing fountains, curving flower beds, and lawns of
thick, green grass. Birds fly amongst the trees, singing peacefully, as baby
squirrels hop across the lawn, lazily collecting nuts.
   A half-megaton grenade explodes nearby as the palace guards attempt to
repel some unwanted intruders.

[In the order Trent asks you:]

>GIVE BLENDER TO TRENT
>GIVE HOSE TO TRENT
>GIVE BALLS TO TRENT
>GIVE ANGLE TO TRENT
>GIVE HEADLIGHT TO TRENT
>GIVE MOUSE TO TRENT
>GIVE PHOTO TO TRENT
>GIVE PHONE BOOK TO TRENT

THE END

[Final Score: 306 out of 306 points.]


===============================================================================
XX.)                    FAQ                                          GXX00
===============================================================================

n/a

===============================================================================
YY.)                    VERSION HISTORY                              GYY00
===============================================================================

v1.0    First release (3rd of October 2006)


===============================================================================
ZZ.)                    CREDITS & THANKS                             GZZ00
===============================================================================

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Infocom for this game.

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