LEATHER GODDESSES OF PHOBOS - Infocom (Part 2) Solution sent in by John R. Barnsley @~Continued from Issue 15 where we'd just got back to the Royal Docks. Moored to the end of this dock is a royal barge. To the south is a ruined castle. Go south. You are in the throne room of King Mitre. It seems that we've been wrong all along about the legend of King Midas; he, who we always thought could turn things into gold by his mere touch. It seems his real name was King Mitre, and, in fact, everything he touched turned into forty-five degree angles. Everything, including his own daughter. You notice one angle in particular -- prominent because of its long golden tresses and flowing white gown. Unlimber your handy-dandy jar of unAngling cream. Rub the unAngling cream on the daughter. Slowly, the angle turns into King Mitre's beautiful daughter, Princess Theta. Mitre is so happy to see her again that he rewards you with a truly useful gift, a perfect eighty-two degree angle. (He explains he only brushed against it.) Take the angle. Hey! Your batting average is going up! You now have two objects out of eight. Put the angle in the basket with the hose. By the way, at this point your inventory may be a bit top-heavy. I mean, what good is a jar of unAngling cream, now that it's empty? And who needs a TEE-Remover Machine after it's done its work? That stool isn't much good, either. Unless you're terribly possessive about such things, go ahead, drop them, along with the matchbook, the scrap of paper and any other flotsam you still have. On the other hand, no sense being a litterbug. Why not pick a central spot where you can drop them unobtrusively? (I chose the basement below my cell.) Nothing like being tidy, eh? And you never know when something might come in handy. On the other hand, if you're a slob, there's no penalty in the game for dropping things wherever you please, once you've used them. Just make sure not to drop anything prematurely. After you've got your angle tucked away, leave good King Mitre. As you depart, you realize the dummy has inadvertently touched the princess again, but you can't do anything about that. It's time to visit the Martian desert. Go south. You've come to a Ruin, one of many you'll encounter. Go south again. You're still in the desert. Go east to Another Ruin. Sitting on a rock is a truly repulsive frog. I mean, this one is the repulsive frog of all repulsives in the frog kingdom. It is also wearing a little gold crown. Go ahead, kiss the frog. Yuck! The frog is so ugly you just cannot bring yourself to kiss it. Yet, instinctively you realize that somehow, some way you've just got to screw up your courage, pucker up and plant one on its repulsive kisser. For now, though, go west, then, north to Yet Another Ruin. This one is unimpressive except for the fact that it does seem to contain a black circle. No, don't stand on it (unless you have a hankering to visit the basement below your cell). Retrace your steps by going south to the frog, then, east to the Dessert. Very sharp-eyed gamesters will have noted the word "dessert" above. "Ha!" they will proclaim, "I knew the Sysop editors around here didn't know how to spell!" Wrongo, smahties. The word IS Dessert. In fact, you're looking at a fifty foot Martian Cream Pie. It is a mirage, of course. So are the trails which appear to lead to the northwest and southwest from here. (You were advised that all is not always as it seems in an Infocom production. Those trails are not mirages after all.) Go southeast. You've come to an Oasis. There is a little bunny rabbit hippity-hopping around the premises. Get him. (What you do with him, I confess, I haven't the foggiest. But I got him anyway, so you might as well, too. Maybe he makes good rabbit stew.) On the other hand, you also see a black circle here, and I DO know what to do about that. That's odd. The black circle mysteriously turns white! Get out your can and pour the black stain on the circle. That's better. Now it's black again. Stand on the circle. Whoosh! You're in Cleveland. (Remember, Cleveland?) Go south. Well, now, here's a lawn that somebody cares about. Actually, it's a muddy patch of crabgrass, but there's a rake and a sack full of leaves. Forget everything except the sack. Take it and dump out the leaves. Now that the sack is empty, you've got a much better receptacle than your wicker basket. Put all your goodies except the blanket in the sack. Leave the blanket in the basket. It looks cute in there. Now go north, then, northeast. You're standing inside a Teensy-Weensy House. Go upstairs and You find yourself in a Bedroom containing an open window, an unmade bed and a sheet lying half on the floor. Get the sheet. Tear the sheet into strips and tie the strips together (which forms a rope), then tie the rope to the bed. Throw the loose end of the rope out the window. Your faithful friend, Trent/Tiffany, will now shinny down the sheet. (If you try, you soon learn you're too heavy and fall to your untimely demise. This is not terribly important except that it ends the game.) Once on the street, your pal will just have time to unscrew a handy headlight before being unceremoniously struck by a truck and, evidently, killed. Before you can burst into tears over your loss, your companion reappears in a cloud of falling plaster as the ceiling above you collapses! He offers an explanation of his startling reincarnation, but I won't bore you with it here. After all, I presume you can read it for yourself if you're playing the game. Anyway, take the headlight he/she is carrying and put it in the sack. That's three out of eight! Time to leave picturesque Cleveland, so go downstairs and go east into the garden behind the Wee House. There's a trellis against the house and a fresh piece of sod. Lifting the sod reveals another black circle! (If you need to be told about the trellis, you're not paying attention.) Stand on the circle. You're teleported to the basement below your cell. You see, you could have come here from the black circle in that ruin I told you about. But if you did that you might have missed Cleveland, and...oh, forget it. Right about here is where I dropped all my superfluous, used-up junk. You see, I didn't have a solution like you've got, and I didn't know whether I might not need my superfluous, used-up junk again. For some reason which only a tentacled alien could divine, the basement seemed like a logical spot. Of course, being tidy never hurt anyone, but I think I've covered this ground already. Go upstairs. Go 'way upstairs, all the way to the Roof of the Observatory, upstairs! This time, stand on the black circle there. You will be back in the ruin just south of King Mitre's castle. Go north. Mitre will still be sitting on his throne, surrounded by forty-five degree angles, looking dejected. One of them has long golden hair and a flowing white gown (sigh). If only old Mitre could keep his paws to himself! Well, leave him to his ruminations and go north to the Royal Docks and board the barge. You see some simple controls. Examine the controls. One is a huge orange button, which reads "Magnetomoor On." The other is a huge purple button. It reads, "Go With the Flow." Pushing the orange button causes the words to read "Magnetomoor Off." It also causes the barge to drift away from the dock into the channel. Pushing the purple button causes the words to read "Full Speed Ahead." As soon as you have pushed orange, push purple, wait one turn, and push orange again. (You can pretty much forget about purple from now on.) Anyway, by pushing orange you have reactivated the Magnetomoor. (Magnet-O-Moor, get it?) This is your dock/undock device. Since all the docks in the canal contain barge magnets, all you need do to moor at one is push the orange button in a timely fashion. To unmoor, push it again. All right, the first dock you'll clank against is Baby Dock. Disembarge and go north. You find yourself among the Dunes, and there is a strange alien warrior lying dead here. Next to the alien is a chapstick. Get it. Partially buried in the sand nearby is a strangely coded message. Get that, too. If you carefully read your 3-D comic book which comes with LGOP, you will recall a bit in there about a transposition code. You say you forgot the code? Well, go back and reread it. In the meantime, I'll translate the strangely coded message. It says, "Your mission is to contact wife number nnn (the number is inserted randomly) of the sultan/sultaness and get the secret map. Identify yourself to her by asking her to kiss your kneecaps." Now, wasn't that easy? Leave the alien in the dunes and go back to your barge. Board the barge and go through the orange button ritual. The second and extremely opulent dock you come to is THIS is My Kind of Dock! When you reach it, exit the barge and go east. You will be in the Main Hall of the Palace. Go south to the Laundry Room and get the clothespin. Now go back north into the Main Hall and east into the Oriental Garden. Here, you see a well containing handholds downward. Climb down. At the bottom of the well is a black circle. You land upon it and are immediately transported back to the barge. This is a good circle to know about. It teleports you to wherever you've parked your barge, and this knowledge will come in mighty handy later in the game. For now, though, re-exit the barge and go back into the palace. From the main hall, go northeast. Now, if you're playing this game as a male you will be in the sultan's palace. If you're a lady-person, your host-person will be a sultaness. In either case, you find yourself in the Audience Chamber confronting one or the other, as the case may be. Whomever it is, sultan or sultaness, will confront you with a riddle. Your faithful companion will burst out with a dumb answer and wind up being tossed to the tigers by the palace eunuchs. Alas! You were beginning to be fond of him/her, but on with the game. Alas, again! You're next if you don't get it right. The answer to the riddle is, "Riddle." So type SAY "RIDDLE." Oh, goody! The sultan/ess begrudgingly rewards you with an hour of rapturous bliss with one of his/her 8,379 wives/husbands. Hie thee west into the harem. Here you are confronted by a harem guard who asks you to make a selection, any number from 1 to 8,379. Naturally, you pick the number you gleaned from the coded message. (Remember, the message was written backward, which means the number was backward, too.) Wait a bit and soon your choice will beckon you to her/his obscenely luxurious bed chamber. Ahem afterward, type TELL WIFE/HUSBAND, "KISS MY KNEECAPS." Your partner will present you with a secret map of the catacombs. (It comes in your game package, by the way, but you'll probably still need my directions to get through the maze. Try it without them, you'll see.) She/he also pulls aside the covers and indicates a secret passage down. You are told it's the only way out of the harem. Take the torch he/she gives you and go down. You are now in the catacombs. Well, what do you know. Here's your faithful companion Trent/Tiffany with another outlandish explanation of his/her reappearance. You listen and then decide to push on. For my money, your visit to the catacombs is the toughest part of the game. I have to admit I had help here. (Oh, all right, I had help in a couple of other places, too. Golly! I never can get through these dumb games without help! Besides, I HATE games!) Anyway, you need to follow these directions carefully, including those about "Hop, Clap and Kweepa." (I TOLD you to read the comic book.) Okay, here we go: NW, N, NE, E, CLAP, NE, NE, SE, HOP, CLAP, KWEEPA, D, NW, NE, CLAP, N, S, HOP, NE, CLAP, U, KWEEPA, NW. Get the phone book. (Four out of eight!) CLAP, NW, HOP, S, SE, CLAP, SE, D, KWEEPA, NE, CLAP, HOP, W, N, NW, CLAP, E, W, KWEEPA, HOP, CLAP, SW, SW. Get the raft. N, CLAP, NE, E, HOP, KWEEPA, CLAP, NW, NE, SE, U, CLAP, NW, HOP. Stand on the black circle. That's it. But be sure to follow the directions precisely. Of course, if you prefer being devoured by a Martian crocodile or some such, you can always find your own way. Presuming you wind up at the black circle and stand on it, you will be teleported directly to the Well Bottom. You've been there before so you know the black circle at the bottom will take you right back to your barge. After the catacombs, the royal barge is kind of cozy. But there's no time to dally. Exit the barge and go east into the palace again. This time, go east into the Oriental Garden and from there, southeast to the base of a Tower. Actually, it's a Minaret with stairs leading upward so go up. The view here is breathtaking, almost as nice as the clifftop back in the jungle. But there's also a black circle here. Stand on it. Zowie! You find yourself in a cramped space which, as it turns out, is right over your cell! You don't know that, of course, until the floor collapses and you find yourself tumbling through the resultant orifice into your cell. Hm, that's odd. There's a black circle here. Never noticed that before. (That's because it wasn't there before, Venusian Bird Brain!) As it turns out, this circle takes you to the main hall of the palace, but we don't want to go there this time. Exit the cell (south) and go up to the Observatory Roof. Stand on the circle and you're back in the Martian Desert (with one "s" this time). Go east to the frog. Ah, yes, you remember that ugliest of ugly frogs? Now you have both the will and the means to kiss this total grossness. Put the clothespin on your nose. Rub the lip balm on your lips. Then, drop everything you're carrying and cover your ears with your hands. Close your eyes. At last! Kiss the frog! Ooooh, another rapturous interlude with one of the opposite sex. It turns out you're not quite (humph!) satisfied, but at least "the one" leaves you with a small token of affection. It's a household blender. Take it. Put it in the sack. (You have been using the sack, haven't you?) If I reckon right, that's five out of eight. We're getting there! Leave the ruin and go east into the Dessert once more. Yes, the one with two "s's." Then meander southeast to the Oasis. Stand on the circle and return to Cleveland. No particular reason for another trip to Cleveland, really. You could have gone to the other ruin which has a black circle and gone directly to your cell. It's just that I sorta feel sorry for Cleveland. Nobody in his/her right mind would EVER go there twice, would they? On the other hand, nobody in his/her right mind would play computer games, either. Would they? Anyway, you're back in Cleveland. Go northeast, then east (into the garden) and get yourself zapped back to the hallway near your cell. Go down into the basement and dump your extraneous jetsam, especially the clothespin. You'd look pretty silly going up against the Leather Goddesses wearing a clothespin on your nose, right? After you've lightened your load, go up into your cell and stand on the black circle. You find yourself back in the Main Hall of the Palace. You might want to wipe off that gooey lip balm here. Exit the palace to the west and enter your barge. Push orange. Wait. Push it again. (You know the drill.) Wait until your barge clangs up against Wattz-Upp Dock. You hear a gurgling noise to the west (it's the Oasis). Exit the barge. When you're standing on the dock, reach over and push orange. That's right, push it! So what if your barge goes shooting out into the canal without you. Trust me. Go west to the Oasis, stand on the circle and, voila: Beautiful, downtown CLEVELAND! (I told you I felt sorry! Now I'm sorry I did this one more time. I mean, who needs Cleveland tha-ree times?) Oh, well, you're not here for long. Go back to the garden, the black circle and...the hallway near your cell. Go up to the Observatory Roof and stand on the circle. A pause here for a comment or two. Make that a rebuttal. Yeah, I can hear all you wisenheimers out there knocking my route. And I freely admit there might be better ways to go, bypassing my revisits to dear, picturesque downtown Cleveland. Didn't I tell you there was no particular sequence you had to follow? C'mon, didn't I? You know it, fella. Hey, if you've got something against Cleveland, go ahead, write your own solution. I digress. You're back in the desert. You've sent your barge down the canal, pilotless. What to do? Go west to Yet Another Ruin. Now go northwest. You've reached Hickory & Dickory Dock. What's this? A mouse! Show the picture (of the pussy cat) to the mouse. The poor thing is frozen with fear. Get the mouse. (Only two more goodies to go!) Now go south, back to Yet Another Ruin. Stand on the black circle. Once more, you are in the basement below your cell.... @~To be concluded in Issue 17.