Brain Hotel Walkthrough



++++ 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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