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			Press [Escape] to Save Walkthrough and Hints		          	

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Walkthrough (for people that want to understand whats going on)
----------------

When you first get thrown into the cell, it is dark.  So you must turn on the light.  But where is
the light?  On the wall.  So you 
have to feel the wall, inorderto to find the light switch.

After turning on the light, you could just basically wait there, or talk to the man on the bottom
bunk.  You'll eventually fall 
asleep...

Then you'll wake up.  And you will meet (well, sort of) yet another character.  And he will
tell you and Jimmy to come along with him.  
When he does that, grab his hand.

As a result, you'll fly off into 4d space.  Then you'll come crashing through to the
person's quarters.  You will walkthrough (excuse the pun)
with him into the Living Room, and you will talk with him.  Things are pretty much a mystery; you
need to get some stuff cleared 
up.

After exhausting all topics, he will get up, and so will Jimmy.   You could wait, or you could just
talk to the person, or you can go 
to sleep.  (Going to sleep, you will eventually have to do)

You go to sleep, and then you suddenly get woken up.  The person wants you to complete the mission
quick, before his flesh 
overpowers him.  So you walk with him into the living room.

He tells you to go, but um...where's the key? you will ask.  He will give you the key and the
sklorpfel and the map and the gun (to Jimmy).
Okay, so let's examine the objects...  The key is the key that will open almost anything that
is locked.  The sklorpfel is your light source (and a
weapon, as you shall see).  The map is your guide, and the gun is a weapon.  So let's be on our
way...

Now unlock the north door, and go through it.  You will enter the mind room.  You can't really
go through any door except the north 
door so go through that.

Go north until you reach the end of the corridor, now go to the LEFT (the west).  The east will lead
to destruction (unless you can make it 
out of the confusion rooms alive).  After going to the left, you will keep walking.  And walking. 
And walking.  And, wait a minute?  This is just 
an illusion.  Feel the wall, and you will find that you are just in a room of illusions.

Now, feel the doors.  Which one is cold?  Open the cold door.  The hot door leads to confusion.  So
after opening the cold dwar (sorry, I'm really 
obsessed with stupid puns), go through it.  You will then walk into a room of dirt and stone.  Go
north, and you will go into a room 
that has a pretty bad leak.

Jimmy, even though he is good on the outside, is bad on the inside.  He will become greedy, and suck
the knowledge until he is 
just full of it.  LEAVE.  Before it is too late.

If you didn't die, you will find that Jimmy is running after you.  Make sure that he
doesn't see you (you're in the same room), or else 
you will die.

So, where do you run?  Try running back to the habitation.  And try running into your own room. 
Close the door quick.  You will hear 
the death of the person.  But stay there.

Eventually, Jimmy will run towards your room.  When he tells you to open the door, twist the
sklorpfel.  He will then kick down the door, 
and see your sklorpfel.  He will then try to grab the sklorpfel, but don't let him.  Hit him
instead.  Then run away.  And don't waste time: every 
move counts.

But where to?  Go back into the mind dimension.  Although he will eventually wake up and run after
you, you can still hide.  Go into 
the room filled with rubble, and hide there.  Also hide the sklorpfel, so he won't see you. 
Wait.

Wait until the monster kills him.  You will hear a loud scream.  And then you will hear a groan. 
When that happens, exit (reveal yourself).  And 
turn on the sklorpfel once more, because he will be running towards you.

After turning on the sklorpfel, the monster will shrink back into hiding.  Now is your time to act. 
Do as exactly written here (don't go 
anywhere else, especially).  Go north, and north again.  Get the gun.  Go the east.  Then go the
north.  Then go to the east again.  You should 
be at the beginning of the narrow corridor.  If not, read this again, or look at the exact
commands.

But don't wait.  Hide the sklorpfel.  Then shoot the figure, RIGHT AFTERWARDS.  Don't
waste time.

After shooting the figure, go back to the living room, and open the drawer under the counter.  Get
the bowl, because you got some 
scooping to do.  But scoop what?  The water in the pool.  But why?  After all, the person is dead. 
Right?  Wrong.  You'll see later. (I hope 
I'm not giving away too much.)

Go back to the pool room (south of the beginning of the north corridor (check your map)) with your
bowl, and get some water.  Literally, 
TAKE WATER.  But first, turn off the faucet.  Then go to the north.  Go to the east.  Go to the
north. Empty the water into the falls.  
Repeat this paragraph until the pool is empty...

After emptying out the pool, go to the north and then to the east.  After going east to the maximum
you can go east, go north until you reach 
another corner.  Ignore the two rooms on the way there.

Now go to the west and get onto the bridge.  If you slip, touch the railing, so that the bridge may
be flat.  Then go west and west and 
open the storehouse door.  Go into the storehouse.

You must now turn off the knowledge supply.  Examine the tank, and turn the wheel.  If you
can't turn the wheel, then examine the wheel 
and unlock it by putting the key in the slot.

Once you've turned off the water supply (the pipe to the south must sound louder), go back to
the living room to destroy the key.  But where 
in the living room do I destroy the key? one might say.  Well, the key is similar to a hotel key in
its inner workings.  It works by magnetic code.  
So, mess up the magnetic code.  But where do I mess up the magnetic code?  Use the furnace.

First turn on the furnace (what was that noise?).  Then put the key into the furnace.  At first you
can't, because something is keeping you 
from doing so.  Huh?  You turn around behind you and see that its THE PERSON.  How can this be? 
Well, he's dead but he is kept alive 
by his own greed.  As a matter of fact, he was really supposed to be dead many years ago,
but...well, that's a different story.  Anyway,
don't give in to the person (you will lose).  Put the card in the furnace a second time, and
this time it should work.

Well, there's nothing else to do, except maybe...get out of here?  So go the storehouse.  You
will see the person messing around with the 
slot.  You could wait until he gives up, or you can go to the south (eventually, you will have to do
this), and jump off into the falls.

Is there a bottom?  Just wait, and see.  Keep waiting.  Wait.  Observe, your surroundings, and keep
waiting.  Keep waiting until you land.
Land?

Yes, you land.  And somewhere quite ironic.  You land right outside of the jail.  And after you
land, you remember that you're supposed to 
be hanged.  So you try to get out.  But you can't go through the gate, because it is closed. 
So... 

Examine the trees.  You will find that there is a tree nearby.  Climb that tree.  Then get onto the
roof of the jail.  Go to the other 
side of the roof (the part that overhangs the fence).  Now, jump off.  Go north to freedom.

If you want the exact commands, look below.

Exact Commands (for people who don't care about whats going on in the game)
-----------------------

feel wall
z
z
z
z
z
z
1
1
talk to Jimmy
1
g
1
g
1
g
1
z
z
z
z
z
z
sleep
 
z
z
z
z
z
z
z
z
z
z
z
z
grab hand
z
z
z
z
z
z
z
n
talk to person
1
g
1
g
1
g
1
g
1
g
0
g
0
l
z
talk to person
1
g
1
z
z
z
z
z
w
open west door
w
sleep
 
z
z
z
z
z
e
talk to person
1
unlock door with key
open it
n
unlock knowledge with key
open it
n
n
w
feel wall
nw
open nw door
nw
n
z
z
z
z
z
s
s
e
s
s
s
w
w
close door
z
z
z
turn on sklorpfel
hit Jimmy
e
e
n
n
n
w
nw
hide
hide sklorpfel
z
z
z
exit
twist sklorpfel
n
n
get gun
e
n
e
hide sklorpfel
shoot gun at thing
w
w
s
s
s
s
e
s
s
s
open drawer
get bowl
n
n
n
w
nw
n
n
e
n
e
s
turn off faucet
get water
n
e
n
pour water over ledge
s
w
s
get water
n
e
n
pour water over ledge
s
w
s
get water
n
e
n
pour water over ledge
s
w
s
get water
n
e
n
pour water
s
e
n
n
w
touch railing
w
open door
w
put card into slot
turn wheel
e
e
e
s
e
s
s
w
w
w
s
w
s
s
s
e
s
s
s
turn on furnace
put card into furnace
g
n
n
n
w
nw
n
n
e
n
e
e
e
n
n
w
w
w
w
z
z
z
z
z
s
jump
z
z
z
z
z
z
z
x trees
climb tree
e
n
jump
n