++++ Read through the 4 comic-strip pages.
++++ The interactive game starts here.
++++ You (Ed Arnold) are standing next to your ‘Stuff Bringers’ van outside the entrance to the “Brain Hotel”. You have a package to deliver to “The Botsmith”.
*** Get the (intermittently glittering) Canadian coin from the fountain outside the front door of the hotel.
*** Get the sticky pennies from the same fountain.
*** Enter the hotel.
*** Talk to the desk clerk until he refuses to allow you to go beyond the lobby area.
*** Exit the hotel.
*** Use the outside white courtesy phone “Help, I’m stuck on the thirteenth floor !” … (The desk clerk leaves his counter).
*** Enter the hotel and use the reception’s computer … find the number of The Botsmith’s room … number 616 … Book yourself (Ed Arnold) into an adjoining room (number 618).
*** Walk to the left.
*** Talk to Impo, the elevator operator … “6th floor please”.
*** Get a can of ammonia from the maid-cart.
*** Knock on the door and enter room number 616.
*** Give The Botsmith his package … notice a label detaching and floating to the floor.
*** Get kicked out of the room by ‘Robot 6’.
*** Enter your room … number 618.
*** Try to enter room number 616 through the inter-communicating door … listen to The Botsmith’s plan to take over this city.
*** Hear the sound of sobbing from room number 616 … so enter.
*** Get the label which fell from the package delivered to The Botsmith … ‘Danger Radioactive’.
*** Talk to the sobbing Robot 6 and hear its plan for you (Ed) to thwart the evil plan.
*** Receive a list of five essential items in and around the hotel to obtain, and bring to Robot 6 …
A 9-volt battery ~~~~ A cellular phone ~~~~ Some plutonium ~~~~ A Quad-C computer chip ~~~~ An airtight insulated rubber vessel in which to assemble the device.
The acquisition of this somewhat bizarre collection of items (in whatever order) constitutes the bulk of this game !
*** Leave the room and walk left to the elevator which takes you down to the ground floor.
*** (The next 2 lines are not essential for finishing the game … but add ‘credence’ to the proceedings).
*** Walk to the left. View a maintenance clone attending to items in a closet.
*** Try to grab something, talk to the clone, look around at &/or use anything … nothing ‘works’.
*** Walk right, and continue past the elevator, reception area, and the bar, to the lobby with the large dispensing machine.
*** Get the pail.
*** Use the stuck together pennies with the dispenser (soda machine). This jams the machine, and causes the maintenance clone to come running to repair it
*** Return left to where the maintenance clone was working on the closet … which is now left open and unattended.
*** Get the green bottle of deodorant.
*** Look at the deodorant … “Caution: highly flammable”.
*** Walk right to the elevator.
*** Talk to Impo … “Take me to the pool”.
*** Fill the bucket with pool water.
*** Return to the ground floor.
*** Walk right … to the very end.
*** Talk to Judge Mental (This is not essential for finishing the game).
*** Look around, and especially at the hi-tech wares.
*** Notice the Quad-C computer chip on the table.
*** Take it … You can’t !
*** Use the gas mask.
*** In your inventory, use the ammonia on the pool water. … Sweet dreams Judge Mental.
*** Get the Quad-C computer chip.
*** Return left twice, to the bar.
*** Look at the drinks standing on the bar.
*** Try to get the green bottle of plutonium … “I think I’d better ask that guy behind the bar”!
*** Ask the bartending clone :- but he can’t oblige.
*** Show him your ‘radioactive label’.
*** He gives you a new bottle of liquid plutonium.
*** Talk again to the bartending clone.
*** The guy is only allowed to hand you one specific bottle of drink … it’s a horrible chocolate smoothie. Take a swig and gag … but keep the bottle just the same.
*** Walk left to the reception area and then out of the hotel.
*** Open the rear door of the van (if it’s not already open).
*** Get the undeliverable package. It apparently contains some sort of adult rubber toy … presumably the required airtight insulated rubber vessel in which to assemble the device.
*** Reenter the hotel and walk left to the elevator operator.
*** Talk to Impo … “You haven’t seen a cell phone around here, have ya?”
*** He won’t help you until you prove to him that you have a sense of humor.
*** Try any of the listed jokes … none amuse him.
*** Use the chocolate smoothie on Impo … a lot of spluttering and gagging back and forth takes place (slapstick humor ?).
*** OK ! You can have his cell phone !
*** “So where is the cell phone?” … You have to get it from his pants.
*** But how ? “They don’t call me ‘magic pants for nothing!”
*** Use your Canadian coin on Impo … he eventually gives you a cellular phone.
*** Talk to Impo … go up to 6th floor and enter your (Ed Arnold’s) room, number 618.
*** look at bearskin rug and notice the static electricity sparks when you walk on it.
*** In Inventory, open the bottle of deodorant.
*** Walk on your rug …the highly flammable open deodorant is ignited by the sparks.
*** Notice the red warning light which is blinking behind Chuck the Plant in the corner of the room.
*** Move Chuck.
*** Look at the smoke detector which was hidden behind the plant.
*** From inside the smoke detector, take the 9-volt battery.
*** Enter room 616.
*** The undeliverable parcel needs a LOT of force t open it :- give it to Robot 6 … it provides a large inflated rubber doll.
*** Talk to Robot 6 and tell him you have all five items to stop The Botman from carrying out his evil plan.
Play Brain Hotel

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