LITTLE BLUE MEN Walkthrough by Mr Creosote http://www.goodolddays.net Preliminary remark: the hint system in this game is extensive and excellent. You really shouldn't need this walkthrough at all. There are various endings - this is only the way to the one which unlocks the authors comments on the ending. Whether you consider it a 'good' ending is entirely up to you. Now on to the solution. Comments are in parantheses. open drawer get stamp get gray bottle get white bottle stamp paperwork put paperwork in the out-tray wait (until Furman drops more paperwork) get paperwork get memo read memo n examine copier open lid put bill on glass close lid push button get copy of bill push button (Biedermeyer disables the photocopier) open lid get bill se look under scattered papers get scissors cut copy of bill n examine machine examine merchandise examine key insert counterfeit bill into machine push J button get dimes get quarter look under machine get shim examine coffee machine push black button get cup w open white bottle put pill into coffee give coffee to furman wait (until Furman falls asleep) close white bottle examine furman examine glasses examine earpieces get glasses get jacket get hanger get form get coffee stamp form se given form to benson get nougat bar eat nougat bar wait (until Benson leaves for the vending machine and is buried by it) get stool n get key examine benson examine glasses examine earpiece get glasses open gray bottle eat pill wait (until you feel the effect of the pill) n drop stool get on stool smash smoke detector cut innards get off stool get fire extinguisher pour coffee into sink open stall examine stall put hanger into gap open stall enter stall sit on toilet examine dispenser insert key into keyhole ask robertson about memo ask robertson about furman ask robertson about benson ask robertson about biedermeyer ask robertson about glasses ask robertson about blue ask robertson about love examine robertson ask robertson about scars (...whatever else you want to talk about...) hit robertson with fire extinguisher stand get letter opener s s punch water cooler with letter opener get letter opener fill cup with water enter drawer push gray button out w answer phone n n open door n wait (listen to Biedermeyer for a while, but not too long; alternatively, ask him about the usual subjects) throw water at Biedermeyer get glasses examine desk touch drawer look inside drawer get tile examine tile put on glasses examine tile (remember the number) take off glasses open door s s enter (the number read on the tile) open door wait (until the game ends)