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    FAQ/Walkthrough by odino

    Version: 1.0 | Updated: 10/03/06 | Search Guide | Bookmark Guide

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    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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