CHAOS - The Fantasy Adventure Game - Part 1 -The Game by Harper Collins Interactive - Solution by Mary Collins STARTING IN THE TRAILER You begin in your trailer, listening to a radio station that is running a contest. You'll be involved in this contest later. Back up from the radio (click on down arrow on bottom of screen to back up.) Then go forward to turn off radio (play with the buttons to do this) and then click on the lower right corner to turn. Click on upper right corner to approach broken clock. Open pendulum door. Click on center bottom arrow to open drawer beneath the door. Remove the three magnets (just put them on the rug). Now the clock is fixed. Go "up" 2 times, and then pull back from clock. Turn right to Phone/TV mechanism. Approach it. The phone should ring. Note incoming time is 2:59 (same time that is now on the clock). You can't understand this message. When it stops, click on the SAVED orange button and see that another message came in at 11:25. Click on the circle on the screen to play this message. Listen to the whole message from this collection agency guy. You owe 10,075 credits. He *will* collect, eventually. Click on the NEW button and notice that the blue circle, on the screen, for the 2:59 message is empty (compared to the 11:25 message). This is why you are having the technical difficulties with your Uncle's message. Back up from this Phone/TV twice, this turns you around to the fractal picture over the couch. Approach the picture. Examine the picture frame. Click on the bottom panel to open the controls. Click on the green button to turn on the power. Move spots around until the time shown on the digital panel is 2:59. Click on the top metal button to "use" this time setting.. You should hear the "message unlocked" verbal confirmation. Back up, turn left and approach kitchen sink. Turn right. Find computer in Cracker Jack box. Click on it to take it. Turn back left to the sink. Then back up 2 times (facing other end of trailer). Go forward 2 times and then right to approach Phone/TV again. Click on the NEW button. The 2:59 message should now have a pattern in the blue circle. Click on the circle to hear the message. When Uncle Prospero is through talking, click on the open "plug" on the lower right corner of the Phone/TV to download the stuff he mentioned sending you. Phone message indicator should now light up on your personal computer. Click on it. "Transferring data" bar appears. When this disappears, click on "Downloads" triangle on panel on left. You need to examine the map (which, once you have visited a location and it is purple, is one way by which you can transport yourself between locations) and then read all of your Uncle's notes on his discoveries about the chaos theory. These give clues and hints to later puzzles. Also select "Personal Finances" button on control panel. Move cursor over fingerprint pad and click. Note that you are 37 debits in the hole. Make a note of your 4669 PIN number. You use it quite a bit later on. Of course, you can always refer back to your computer to check it. No messages yet -- but all future phone calls will come in on your computer from now on. Always answer the phone when you see the phone icon on your computer. Use brown button in lower right to close computer. Move toggle switch to TV. Click on the white vertical button on left top of the beige panel. This moves you down the TV stations. You can see this on the horizontal bars on the right of this panel. Go to the 4th bar down. Toggle should automatically go to Play. Watch all of chaos lesson. Then click on open "plug" on the machine to download the lesson, as offered on the TV. Message indicator on the computer should light up. Click on computer to open it. Select "Downloads". You should now have all 3 transmissions. Close the computer. As you back up from the Phone/TV, a butterfly should fly across the screen. You are now done with the trailer. So explore, if you want, and then exit out the door. Travel straight ahead to the lakeside area. Remember, if phone rings, always answer it - just click on computer and the click on the "messages" button on the display panel. THE LAKESIDE AND THE WEATHER STATION In this series of puzzles, you are trying to discover the settings in the weather station that will allow you to control the weather -- changing the weather is the only way you can continue your journey toward your Uncle's place. But before you can use the settings, you need to get the necessary data. First, turn right at the weather station. Approach it. At the door, look toward the upper left. Butterfly wings have now started the wind machine (which can record the wind speed on the recorder inside the weather station). Turn back to the door and click on the red button to enter. Turn left to talk to the ditzy assistant. Turn right and then back left to her again. Then right again. After you step on her contact lens, go "up" to weather station controls. Approach main computer -- this is forward arrow (at top of screen) NOT down arrow at bottom of screen. You can't do anything with the desk computer yet, but notice 3 symbols on panel. These match the 3 data collection mechanisms outside...the windmill (working) the balloon and the rocket. You will need to get these other two mechanisms working. Back up and turn right. this is upper/lower atmosphere temperature recorder (note rocket ship). No data yet. Turn left. This records current wind speed. Note that it is working and it is at 10. Pushing buttons moves the value of 10 to more accurate decimal places. Move value back to 10 for the moment. Turn left again. This device measures the East/West temperature variances (note balloon). Turn left again. Approach computer and try to work buttons for data. Back up from computer. Go forward (upper arrow) to descend down to ground floor. [Phone call from Uncle: you can't examine data that hasn't been gathered] Turn right and talk to assistant until she repeats herself. Then turn back to door and exit by clicking on red button. Balloon: Go forward to the balloon. Click on loose yellow hose ending to put it on nozzle. Click on purple control above dial to turn it sideways to open air passage. Click on circular valve on gas tank until needle is just ahead of red zone then click on valve again to shut it off. Then click on purple lever above gauge to light the flame. Balloon launches. You will now get East/West temperature variances. Rocket: Turn left. Go forward toward tunnel entrance and then through tunnel. Go forward & then turn left toward mechanism. Go forward. Turn valve on pipe to start water. Click on needle-like device to lock bridge section into "straight ahead" position. Go forward to get back on bridge and then go forward to get to rocket panel. (You can go to upper right to get a better view of rocket, then return to panel). Enter wind speed of 10. Then click on launch button. You will now get Upper/Lower temperature variation data. [Message: One from Uncle and another from collection guy. Listen to them both] Return to weather station. If you want to take a ride on the Red Herring boat, feel free but it won't get you anywhere. You're going to have to figure out some other way to cross the lake. Go back to computer on 2nd floor. You can now set values at each of the side recording devices. You have to do this wrong once, so set any value you want. Then return to computer and click on each device symbol button on the panel. Select "yes" on the right screen to see if you have entered the right settings to control the weather.. Computer should tell you that settings are incorrect (unless you guessed right). [Message: resolution/ablution. Go down and talk to assistant, she suggests that the right values may be written down somewhere. Read your uncle's notes about his bath. A time of 2:37 was mentioned. These are the three digits of interest -- remember, in chaos theory, the way you round numbers make a difference.] Set Balloon device at 2 Set Wind device with 3 as the last decimal value = 10.063 Set Rocket device at 7 Return to the main computer. Approach and select all 3 buttons. Select "yes" on right screen. After the attractor has formed on the left screen, you can grab it anytime and insert it (click and drag )in the diskette slot on the computer. Whatever weather pattern is showing on the right screen when you click on the attractor, will be the weather created outside. Any wrong selection won't let you out the door, but assistant will try to help with hints. When you get the correct one, you will automatically be sent to the assistant. Then you can turn left and exit. The correct weather is cold/icy. As you exit, you will automatically cross the icy lake to arrive at the KAOS radio station. THE KAOS RADIO CONTEST Just before you enter the door, you might want to turn to the right and see the car you can win in the contest. You need the transportation. Enter the front doors to the station and talk to the DJ in the booth (go forward and then turn to the left 2 times and then use upper right corner arrow.). After he explains contest, click on him again 2 more times, then back up twice (turn around) and go toward the gold jukebox-like panel. Click on the right side arrow which will turn the panel around to the back side. You want to determine the relationship between the colored plugs and the instruments. Put a plug (click and drag)in any IN hole and see the picture of the corresponding instrument appear. You want to "lay down 4 tracks" for your hit record contest. So you need to select 4 instruments. You can select these now, or later after you see which ones you can tune correctly to get a chaos hit. The blue plug is the horn The brown plug is the drum The red plug is the "base fiddle" The purple plug is the harp The green plug is the snowflakes The gold plug is the picture frame. The 4 red plugs also need to be put in place. Click & drag one end to the OUT hole and other end, to the RECORD IN hole. Then turn left and then back-up from the jukebox. You first need to "tune" each instrument and then for the four that you are going to record, you need to make sure the panel next to each instrument is on the same color. So you might as well set all the panels to the same color as you approach each instrument for the first time, then you don't have to worry about the colors any more. Just click on the colored bar to rotate through the colors. Each instrument starts with sort of harmonic sounds, you want to re-tune four of them to off-tune sounds. And this is done an entirely different way for each instrument. Picture Frame: Click on the 2 circular decorations on each side of the frame so that they are pulled down. When you click on the surface inside the frame, you should now see blue waves. You play this instrument by just clicking on the surface inside the frame. Harp: This one is the hardest (I think). You want to click and drag the strings out, to get a strong twang. Do this for the short strings that are in the upper corner of the harp, just play around in this tiny corner. When you twang the right one, the right way, the strings disappear and a leaf pattern appears. You still play the harp by just clicking on the leaves. Drum. Click on the cream-colored ring that is near the top of the pole that the twin drum is setting on. It should turn. Then, when you play the drum (clicking around on it's surface), you should see waves on the surface. Horn. Click on the mouthpiece. It moves up and down. There is no other visual change to the instrument (that I could tell) . Base. Click and drag the strings out to the left (left string) and right (right string) of the actual instrument. Notice the smaller, cream-colored fractal shapes that surround the large base fractal shape. These are like spindles. You want to drag each string out and *hook* it on the very tip of the top two spindles on each side. Success depends on where you touch the string and the angle against the top of the spindle. When you get the two on each side right, the instruments automatically hooks the strings on each of the other spindles. Now it is re-tuned and can be played by clicking on it. Snowflakes: You want to "break" each flake. As they light on and off, click on each flake -- when the light is off -- and you will hear a breaking sound. And the flake will stop lighting up. It's permanently turned off. Turn off each of them. Then you can play this instrument, by just clicking on the flakes. Go back to the back panel of the gold jukebox and put in the plug for the 4 instruments you have selected to record and put in the red in/out plugs for that instrument (remember to have the panels near the actual instruments all the same color). Return to each instrument that you just plugged in and play it for a few seconds. Then return to the back panel and play each individual track to make sure it was recorded (nothing appears on the music score lines). Then click on the triangular play button along the bottom. This will play the tracks together. Then hit the circular record button. If you did this correctly, a CD disc should come out of the slot and into your inventory and you will be automatically turned around to the DJ. . Notice that if you click on the CD in your inventory, it turns and your hit tune plays. You now have your prize money (check finances button on your computer) and you can take the car. Notice that the DJ said. "don't come back unless you're really broke." There should be a phone call from Uncle P. He tells you he is a short drive up the coast (his map that you downloaded doesn't show you this part of the trip). Exit the radio station. If you haven't moved away from the DJ, just go toward the upper left corner. (If you have moved away from him, go back to his booth and then select the upper left corner arrow.) Go forward through the doors and turn left to the car. Click on the door and enter the car. You will automatically drive out onto the Highway where you promptly run out of gas. To be concluded next issue - o -