In this arboreal/ecological themed game, you begin in a simulated vast forest generated by Program Arborea. You have a gourd with markings on it. Your goal is to retrieve the kernel, whatever that is.
This solution is by David Welbourn, and is based on Release 12 of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
To travel on the plantation road, you must be riding a horse. It's too far to travel on foot.
Map 7: The Amazon Basin
Map 8: The Tallgrass Prairies of Missouri
Map 9: The Vast Plains of the Serengeti
Map 10: The Simulation Rooms
Walkthrough
Vast Forest
> help. x me i. x gourd.(It has eight markings.)
> x acorn.(from "oak trees")
> x crab.(from "mangrove")
> x mystic.(relates to "fig tree")
> x fluff.(from "poplar" or "cottonwood")
> x palm leaf.(from "palm tree")
> x cone.(from "pine trees")
> x frog.(from "rainforest")
> x upside-down tree.(a "baobab")
> x trees. climb tree.
Forest (up a tree)
You're prompted to LOOK FOR particular trees.
> look for oak.(+5. Oaks are to northwest)
> look for mangrove.(That's west.)
> look for fig tree.(That's northeast.)
> look for poplar.(That's south.)
> look for palm tree.(That's east.)
> look for pine trees.(That's north.)
> look for rainforest.(That's southwest.)
> look for baobab.(That's southeast.)
> d. n.
The Pine Forests of Scandinavia
> x Viking. x hall. x trees.
> ask Viking about mead hall.
> ask Viking about himself.
> u.
Lake Viewpoint
> x lake. x ship. x island.
> x archer. x campfire.
> ask archer about ship.
> ask archer about himself.
> ask archer about island.(Yggdrasil there.)
> ask archer about Yggdrasil.
> ask archer about Odin.
> ask archer about campfire.
> d. d.
Edge of Lake
> x lake. x ship. in.
Funeral Ship
CAUTION: Don't launch the ship right now. The archer will shoot a fire arrow at the ship and you'll die in the flames.
> x body. x axe. take it.
> out. u. s.
Vast Forest
> x trees.(Summary table of what you've seen so far.)
> se.
The Vast Plains of the Serengeti
> x sun. x vultures. x baobab. x crack.
> in.(+1)
Inside a Baobab Tree
> x mask. take it. wear it.(can't)
> out. e.
Plateau
CAUTION: If you turn on the floodlight right now, you'll attract angry poachers.
> x truck. x floodlight. x fireflies.
> d.(no: too dark)
> w. se.
Grassland
CAUTION: When the rhino charges, you must retreat or else. Keep your visits near the rhino short.
> x rhino.(It sees you.)
> open sacks.
> search dung.(+1; you find a plastic card.)
> nw.
The Vast Plains of the Serengeti
> x card.(too dirty)
> s.(You won't approach the lions.)
But note the hint about the Masai doing it bravely. It's very unusual for an interactive fiction game to require adverbs in a command, and even more rare that the adverb must be the first word in your command, but it is what it is.
> bravely south.
Savannah
CAUTION: Keep your visits near the lions short.
> cut antelope.(+2; with the axe; you get venison)
> n.
The Vast Plains of the Serengeti
> x venison.
> nw. n. d.
Edge of Lake
> wash card. x pass.(The photo doesn't look like you at all.)
> u. s. e.
The Palm Tree Plantations of Indonesia
> x toy. take it. pull string.
> x trees. x tables. x baskets. x kernels.
> e.(no, not by foot)
> w. ne.
The Himalayan Mountains
As soon as you arrive, the man asks "Cha?" or "Tea?"
>> yes
"Sugar?"
>> yes
After the man has served you your cup of sweetened tea, you can look around and talk to the man. If you try to leave with the teacup, the man snatches it out of your hand first.
> x man. x cup. x trolley. x bowl. x teapot.
> x fig tree. x monkey. x statue. x figs.
> x sign.("Up to Enlightenment, Down to Darkness")
> drink tea.
> ask man about buddha. ask man about tea.
> ask man about himself. ask man about enlightenment.
> ask man about monkey. ask man about gourd.
> ask man about me.
> give cup to man.
This next bit of business requires precise timing.
> z.(Wait until the man asks "Cha?" or "Tea?" again.)
>> yes
"Sugar?"
>> no
> drink tea.
"Sugar?" (he asks again)
>> yes
> take cube.(+1. The man takes back the cup, then leaves.)
> x cube.
> u.
(Enlightenment Maze)
This area is randomized and each "room" has a name of the form NUMBER of SOMETHING. Pay attention to the numbers; only the first number of a room counts. An incomplete list of these room names are:
Buddha's Ten Reasons for Giving a Ruling
Two Principals of Karmic Retribution
Two Truths on Three Levels
Three Realms of Hell
Three Virtues
Three Woeful Paths
Triple World
Four Evil Forms of Being
Four Graces
Four Illnesses
Four Infinite Minds
Four Knowledges of Sainthood
Four Levels of the Two Truths of Chi-tsang
Four Medicines
Four Repudiations of the Truth
Four Shouts of Lin-chi
Four Stages of Formlessness
Fourfold Relationship Between Questioner and Answerer
Five Different Coloured Underpants of the Buddha
Five Hellish Sins
Five Levels of Achievement
Five Mountain Monasteries of China
Five Skandhas
Five Types of Zen of Kuei-feng
Six Harmonies of the Sangha
Six Houses and Seven Schools
Six Supernatural Powers
Six Tastes
Seven Arrogances
Seven Characteristics of a Teacher
Seven Emotions
Seven Riches
Nine Worlds
Ten Bonds
Ten Directions
Ten Disciples of Hui-neng
Ten Fetters
Ten Profound Applications of Mind
Ten Qualities for Those on the Eightfold Path
Ten Stages of Bodhisatttvahood
You also hear a voice in your head whisper a number. The whispered number always begins with 108.
You must walk to rooms whose numbers divide (without remainder) your current whispered number. 108 can be divided by 2, 3, 4, 6, 9, 12, and 18. When the whispered number is 1, you gain an inner light and automatically return to Himalayan Mountains below.
Because the possible rooms you can walk to are completely randomized, there is no guarantee that you can solve this puzzle on any attempt. If you make a mistake or go down, this puzzle resets, and the whispered number is 108 again.
> n —or— w —or— e —or— s.(Repeat as appropriate until this puzzle is solved.)
The Himalayan Mountains
> i.(Note that you now have an inner light.)
> climb tree.
In a Fig Tree
> x mountains. x fig. x macaque.
> give toy to macaque.
> take fig.(+1; the macaque angrily throws the toy)
> d.
The Himalayan Mountains
The macaque is now following you. You no longer need the toy unless the macaque gets the fig fruit and returns to the fig tree with it.
> sw. nw.
The Green Hills of England
Whichever horse you give the sugar cube to is the horse you can ride later. Oddly, the game will assume that your gender matches the horse's gender.
> x caravans. x stallion. x filly.
> give sugar to stallion —or— give sugar to filly.(+1)
> n.
Elizabethan Festival (south)
Sadly, you will never be able to buy a meat pie.
> x tents. x pies. x basket. x actors.
> e.
Elizabethan Festival (east)
> x actors. z.(Repeat waiting until the actor who plays Falstaff changes costumes, leaving his normal costume here.)
> x costume. take it.(+1)
> w. n.
Elizabethan Festival (north)
> x Queen. x Drake. x potato. x yeoman.
> ask Drake about queen.
> ask Drake about festival.(or about pies)
> ask Drake about potato.
> ask Drake about Spanish Armada.
> n.(no: need invitation from queen)
> give fig to Drake.(+2; he gives you an invitation)
Drake enters the royal pavilion tent, followed by the monkey.
> x invitation.
> w.
Elizabeth Festival (west)
You can't rescue the monkey yet, but I need you to visit this location before entering the jousting arena because of a finnicky bit with the scoring.
> x ladies. x monkey. x chain.
> e.
Elizabethan Festival (north)
> n.(+3. The yeoman takes your invite as you enter. The gourd cracks a little.)
Jousting Arena
> x knights. x crier.(Something falls at your feet.)
> x stands.(A squire grabs up the random knight part.)
> x royal box. x spectators. x fence.
The crier announces a new pair of knights.
> z. z.(The squire declines to pick up a severed head.)
> take head.(+2)
> x head. x gourd.
> s. s. s.
The Green Hills of England
> mount stallion —or— mount filly.(whichever you gave the sugar to)
> se. sw.
The Amazon Basin
CAUTION: If you go down into the crater while the bulldozer is operational, the bulldozer runs over you!
> stand.
> x rainforest. x bulldozer. x crater.
> climb bulldozer.
At the top of the Bulldozer
> x driver. x ignition.
> x music player. x volume.(at 3, can go from 1 to 5)
CAUTION: Don't turn the volume directly to 5 from 3! If the volume changes by more than 1 at a time, the driver notices you and you will fall to your death!
> turn volume to 4. turn volume to 5.
CAUTION: It's only safe to turn off the ignition when the volume is at 5.
> turn off ignition.(+2)
> d.
The Amazon Basin
> go under bulldozer.(+1)
Beneath the Bulldozer
> cut cables.(+1; with the axe)
> out. d.
"Tree Quarry"
> x girl. x parka.("Rhino Warriors")
> ask girl about herself.
> ask girl about bulldozer.
> ask girl about rainforest.
> ask girl about parka(or about Rhino Warriors).
> give card to girl.(+2; you get the parka)
> wear parka.
> nw.
Eco Camp
> x man. x ladder. x house. x rainforest.
You must be wearing the parka in order to ascend the ladder here. If you try to use the card here, the man can't see it.
> u.(+3)
Tree House
When you first enter here, you hear a crack from the gourd.
> x gourd.(frog picture cracked)
> x book. take it.
> d.
Eco Camp
> take ladder.(+1)
> se. u.
The Amazon Basin
> mount horse. ne. s.
The Tallgrass Prairies of Missouri
> stand.
> x moon. x flames. x poplar. x noose.
> take noose. climb poplar.(no: too smooth)
> lean ladder.(+1)
> u.
Edge of Prairie (up a Poplar)
> x large building.(may be a church)
> x small building.(may be a prison)
> untie noose.
> d. s.
Prairie: By Burning Crosses
> x crosses. e.
Prairie: By Church
> x church building. x windows.
> x doors. open doors.(can't: barred inside)
> x tower. x handles.
> tie rope to handles.(+2)
> w. w.
Prairie: By Prison
> x prison. x window. x moon.
> x door. open door.(locked)
> e. n.
The Tallgrass Prairies of Missouri
> take ladder.
> mount horse. n. e. e.(+1)
Palm Tree Plantation (Processing)
> x building. x keypad.
> e.
Palm Tree Plantation (Entrance)
Note the name "Palmface".
> x store. x gate.
> dismount. s.(locked)
> lean ladder against store.(+1)
> climb ladder.
Palm Tree Plantation (on the roof of the Outlet)
> x skylight. x orangutan.
> dance.(The orangutan is still sad.)
> climb ladder.
Palm Tree Plantation (Entrance)
Leave the ladder here.
> ride horse. w.
Palm Tree Plantation (Processing)
> dismount.
> look up Palmface in book.(random 4 digits)
> enter 1ST-DIGIT on keypad.
> enter 2ND-DIGIT on keypad.
> enter 3RD-DIGIT on keypad.
> enter 4TH-DIGIT on keypad.(+2)
> n.
Processing Plant
> x machinery. x oven. x compressor. x washer.
> x cupboard. open it. x can. take it.
> put venison in oven. close oven.(+1)
> take venison. x it.
> s. ride horse. w. w. w.
An Island in the Caribbean
> stand.
> x walkway. x swamp. x river. x sea. x sun.
> x hut. x fetishes. x pots.
> in.
Medicine Hut
> talk to woman.(gain her trust first)
> give mask to woman.(+1. She thanks you.)
> x potions. x zzzzzz.
> ask woman about herself.
> ask woman about hut.
> ask woman about zzzzzz.
> ask woman about pirates.
> ask woman about overseer.
> ask woman about mangrove.
> ask woman about Africa.
> take zzzzzz.(She suggests instead that you bring a receptacle with liquid; she'll add a few drops.)
> out. w.
Pirate Shanty Town
> x tavern. x store. x ship. x plank.
> s.
General Store
> x goods. x gunpowder. x owner. x wife.
> ask owner about gunpowder.(sold to pirates)
> ask owner about pirates.
> ask owner about medicine woman.
> ask owner about store. ask owner about goods.
> ask owner about himself. ask owner about wife.
> ask owner about tavern.(He'll open it later.)
> ask wife about gunpowder. ask wife about goods.
> ask wife about pirates.
> ask wife about medicine woman.
> ask wife about store. ask wife about tavern.
> ask wife about herself. ask wife about owner.
> n. n.
Pirate Ship
> x pirates. x pantaloons.
> x overseer. x whip. x basque.
> x cannon. x fuse.
> take fuse.(no: overseer stops you)
> ask overseer about pirates.
> ask overseer about herself.
> ask overseer about whip.
> ask overseer about cannon.
> ask overseer about tavern.
> ask overseer about ship.
> ask overseer about store.
> ask overseer about medicine woman.
You must have the jerry can for this to work:
> clean ship.(+2)
All the pirates and the overseer leave for the tavern.
> take fuse.
> s. w.(+3; the gourd cracks)
Tavern
> x pirates. x overseer. x owner. x wife. x rum.
> give costume to owner.(+2)
> x clothes. take key.
> e.
Pirate Shanty Town
> unlock store door with key. s.
General Store
> take gunpowder.(It's too heavy to lift, but you can push it.)
> put fuse in barrel.(+1)
Push the barrel all the way to the burning crosses. Leave the horse outside the medicine hut for now.
> push barrel n.
Pirate Shanty Town
> push barrel e. g.
Vast Forest
> push barrel s. g.
Prairie: By Burning Crosses
CAUTION: You did tie the rope to the church door handles earlier, yes? You don't want an angry mob investigating this explosion.
> light fuse.(+1)
> push barrel w.
Prairie: By Prison
Don't stay where the barrel is!
> e.
Prairie: By Burning Crosses
> z. z.(+3; explosion to west)
> w.
Prairie: By Prison
Two young black men leave the prison and run away.
> in.(+3; the gourd cracks)
Prison
> x man. x window. talk to man.(He mimes an egg.)
> give gourd to man.(He shakes it and returns it.)
> shake gourd.
> out. e. n. n. n.
The Pine Forests of Scandinavia
The Viking won't accept the venison unless it's cooked.
> give venison to Viking.(+1)
Temple of Uppsala
> listen. look under head table.(+1)
> x Ragnar. x horn. take horn. fill horn.(with mead)
> x Vikings. x woman. x maidens. x dogs.
> x head table. x food. x barrels. x tables.
> w. s. w. in.
Medicine Hut
> take zzzzzz.(+1; you put some drops into the horn)
> out. e. n. u.
Lake Viewpoint
> give horn to archer.(+1; he gives horn back then falls asleep)
> x archer.
> d. d. in.
Funeral Ship
> launch.(+2)
> out.(+3; gourd cracks a little)
Mist-shrouded Island
> x tree. x raven. x skulls.
> drop head.(+2. The raven eats an eye and the head animates.)
> take head.
> in. launch. out. u. s. w.
An Island in the Caribbean
> mount horse. e. nw.
The Green Hills of England
> stand. n. n. w.
Elizabeth Festival (west)
The head must be animated for this to work. If it's just a normal decapitated head, the ladies are too jaded to care.
> drop head.(+2; the head scares the ladies away; the monkey joins you.)
> take head.(You don't need the head anymore, but its random quips can be entertaining.)
> e. s. s.
The Green Hills of England
> ride stallion —or— ride filly.(as appropriate)
> se. e. e. e.
Palm Tree Plantation (Entrance)
> stand. climb ladder.(+2)
Palm Tree Plantation (on the roof of the Outlet)
The depressed macaque and the depressed orangutan wander off together.
> d.(+3; the gourd cracks a bit)
"Palmface" Outlet
> x cupboards. open cupboard. take shampoo. x it.
> x shelves.
> u. climb ladder.
Palm Tree Plantation (Entrance)
> ride horse. w. w. w. ne.
The Himalayan Mountains
> stand. d.
Dark Harem
Your inner light lets you see in here.
CAUTION: After three contiguous turns in their presence, the horny women will attack and eat you... unless you can distract them.
> give shampoo to women.(+1; they now ignore you)
> x stone. x women.
> d.
The Elephant in the Cavern
> x elephant.(It's Girimekhala.)
> x lantern. x cloth.
> ignore elephant.(+1)
> take cloth.(The elephant disappears.)
> d.
Cavern of the Demon
> x demon.(The Mara)
> x stalactites.
This next action is clued by the pose of the Buddha statue seen above, but looking up Mara on Wikipedia will also clue you in:
> point to earth —or— touch ground.(Mara disappears.)
> d.(+3; the gourd cracks, and you're back at...)
The Himalayan Mountains
> ride horse. sw. se.
The Vast Plains of the Serengeti
> dismount. e.
Plateau
> put cloth on floodlight. turn on floodlight.(+3; The frightened poachers run towards the hungry lions.)
> e.(+3. The gourd cracks a bit.)
Watering Hole
There's nothing you need to do here except visit and get the three points for fully exploring the Serengeti region.
> x Girimekhala —or— x huge elephant.
> x dead elephant. x hole.
> w. w. ride horse. nw. s.
The Tallgrass Prairies of Missouri
> dismount. s. w. in.
Prison
This won't work unless all eight markings on the gourd are cracked, and also, you must have shaken or listened to gourd earlier.
> give gourd to man.(He mimes crushing the gourd, hands it back, then leaves.)
> out. e. n. ride horse. n. e. e.
Palm Tree Plantation (Processing)
> dismount. n.
Processing Plant
> put gourd in compressor. close compressor.
> x kernel. take kernel.(+5)
The processing plant, all of your inventory, and the kernel you were about to take fade away, leaving you standing in the ...
Indonesian Simulation Room
> x tables.(or chairs, oven, compressor, gates)
> x washing machine.
> x basket. open it. x robe. take it. wear it.
> x orangutan. x monkey. x game.(has kernel inside!)
> w.
Amazonian Simulation Room
> x man. x girl.
> x desk —or— x posters.
> x money box.
> n.
Scandinavian Simulation Room
> x barrels. x Vikings. x preacher.(was Drake before)
> w.
Missouri Simulation Room
> x black guy —or— x white guy.
> x crosses. x extinguisher. take it.(They won't let you have it.)
> e. s. s.
English Simulation Room
> x queen —or— x dancers —or— x musicians.
> x maypole.
> dance.(A demonic girl puts a thorny garland on your head, She's now dancing with you and also following you.)
> x garland. x dancer.
> n. e. u.(+1)
Himalayan Simulation Room
As you enter, the dancer sees the blue demon assaulting a coffee machine, then chases him to the east. You won't see either of them again.
> x woman. x man. x machine. x slot. x dispenser.
> hit machine.(+1: a coin falls out)
> x coin. take it.
> e.
Caribbean Simulation Room
> x lockers. x locker. x whip. take it.
> w. n.
Woodlands Simulation Room
> x door. x receptacle. x tree. x man. x keys.
Talking to the man reveals that he likes alcohol.
> ask man about tree. ask man about keys.
> ask man about me. ask man about himself.
> s. d. d.
Serengeti Simulation Room
> x vultures —or— x rhino —or— x sacks.
> x cage. x lock. x lions.
> u. w.
Amazonian Simulation Room
> put coin in box.(The girl pins a pin to your robe.)
> x pin.
> e. d.
Serengeti Simulation Room
> unlock lock with pin. open cage.
> whip lions.(They go upstairs.)
> u.
Indonesian Simulation Room
The lions chase the primates out of the room.
> take game.(Too heavy, but pushable.)
> push game west.
Amazonian Simulation Room
> push game north.
Scandinavian Simulation Room
> push game west.
Missouri Simulation Room
The men drop the fire extinguisher to play the game.
> take extinguisher.
> extinguish crosses. x crosses.
> take cross. x cross.
> e.(+1)
Scandinavian Simulation Room
As you enter the room while wearing the robe and garland, and carrying the cross, the preacher guiltily drops his bottle and leaves.
> take bottle. x bottle.
> s. e. u. n.
Woodlands Simulation Room
> give bottle to man.(+1)
> take keys.
> s.
Himalayan Simulation Room
> hit machine.(+1: The maintenance men from the Missouri room arrive to fix the machine.)
> d. w. n. w.
Missouri Simulation Room
> unlock game with keys. open game. take kernel.
> e. s. e. u. n.
Woodlands Simulation Room
> put kernel in receptacle.
The simulation ends for real this time. Congratulations!
*** The End ***
Extras
Characters
In England:
A stallion and a filly are by a giant oak tree on the outskirts of an Elizabethan festival. The stallion is called "Champion"; the filly is "My Little Pony".
Several actors are performing "The Merry Wives of Windsor". One actor is notably playing "Falstaff".
Queen Elizabeth I has her own royal pavilion at the Elizabethan festival.
Sir Francis Drake is trying (and failing) to impress his queen with a potato.
A yeoman is guarding the gate to the jousting area. You need an invitation to attend the jousting.
Several ladies in waiting attend to their queen when they're not tormenting a monkey.
Several vendors are selling meat pies at the festival.
Several knights, their horses, a crier, a squire, and several spectators are in the jousting field. The knights are jousting and losing their limbs rather frequently.
A decapitated knight's head can be animated and speak to you at random.
Mentioned: Gypsies have caravans near the oak tree.
In Scandinavia:
A Viking guard guards the doors to the mead hall. If you have a suitable gift for festivities, he lets you in.
A Viking archer waits to fulfil his duty at the lake viewpoint. He will shoot a fire arrow at the funeral ship when it launches.
Several Vikings are eating, drinking, and otherwise loudly celebrating in the mead hall. The leader, Ragnar Lodbrok, has passed out, and his wife, Lagertha, is surrounded by her shield maidens .
A dead chieftain lies in the funeral ship.
The one-eyed raven on the mist-covered island is likely Odin in disguise.
In the Himalayan Moutains:
A blind man, a Buddhist monk, offers you tea near a fig tree.
A macaque is a monkey living in the fig tree.
Some demonic women in the dark harem want to touch and eat you.
Girimekhala is a huge elephant in a cavern.
Mara is a huge blue demon in another cavern.
On a Caribbean Island:
A black medicine woman from Africa lives in her hut and prepares potions for the local community.
A general store owner and his wife own both the general store and the tavern, so only one of the two buildings is open at a time.
A female overseer supervises several pirates who are cleaning their ship. The overseer uses her whip often, but the pirates seem to like it.
Random seagulls and sealions may be seen from the pirate ship.
In Indonesia:
An orangutan, very depressed, blocks the skylight of the outlet shop.
In the Amazon Basin:
The driver of a huge bulldozer is taking a short break to listen to some music.
A girl in a green parka is in the "tree quarry", trying to block the bulldozer with her own body.
An male eco warrior is in a tree house in the Amazon rainforest. Both he and the girl belong to a conservation activist group called the "Rhino Warriors".
In Missouri:
An angry crowd of white supremacists is in the church. Avoid them!
Two young black men and one old black man are prisoners inside the prison. You want to free them.
In the Serengeti:
Some vultures circle above the baobab tree.
Some fireflies and moths flit near the truck on the plateau.
A rhinoceros in the grassland will attack you if you spend too many contiguous turns in its presence. In the Serengeti simulation room, his name is "Neal".
Three lions in the savannah, who are eating a dead antelope, will attack you if you spend too many contiguous turns in their presence.
Some poachers have killed an elephant at the watering hole and they're willing to kill you too.
Also:
The voice of Program Arborea sometimes speaks to you, such as when you die or the simulation ends.
An elderly maintenance man is disassembling a plastic tree in the Woodland simulation room.
The preacher in the Scandinavian simulation room looks like he was Sir Francis Drake earlier.
Credits
This is the response to CREDITS:
Play Testers: Michael Russo, Vivienne Dunstan, Christopher Merriner, Peter M.J. Gross.
There is also a FEEDBACK command that tells you how to get in touch with the author.
Endings
All endings end with the epitaph The End, but only one end is the winning ending.
These are the known losing endings:
If you launch the funeral ship while the Viking archer is awake, he fires a fire arrow at the ship. The flames claim you.
If you spend three consecutive turns in the Dark Harem, the demon women eat you.
If you stay in the Grassland when the rhinoceros starts charging, the rhino slams into you and you die.
If you spend three consecutive turns in the Savannah, the lions eat you.
If you go down into the Amazon crater while the bulldozer is still operational, the bulldozer rolls over you.
If you cut the cable that's beneath the bulldozer while the ignition is on, you are electrocuted.
If, on top of the bulldozer, you change the volume setting too drastically, then the driver knocks you off and you fall to your death.
If, on top of the bulldozer, you turn off the ignition when the volume setting isn't 5, then the driver knocks you off and you fall to your death.
If you light the barrel at the crosses then stay there with it, the explosion sends a cross flying and falling on you, killing you.
If you push the lit barrel to the church door and stay there, the church's bell crushes you.
If you push the lit barrel to the prison door and stay there, the metal door pieces shred you like shrapnel.
If you push the lit barrel to the poplar and stay there, a falling branch breaks your neck.
If the barrel blows up and you avoid the explosion, but you didn't prevent the angry mob from leaving the church, the angry mob sooner or later finds you and blames you and that's not good.
The winning ending is achieved when, in the Woodlands simulation room, you put the kernel in the receptacle. The simulation ends and you are congratulated. Finally, there's a short poem and some author notes.
Inventory
Initial item
a gourd (with markings on). You're carrying it.
Examine it and each of its eight markings. Each marking strongly suggests a type of tree. Climb a tree in the vast forest and LOOK FOR each of those suggested trees. Each tree is in a different compass direction, and you can now travel to those distant trees.
Shake or listen to the gourd! Something is inside it.
Whenever you finish exploring all of a region associated with a gourd's marking, that marking cracks and you gain 3 points.
When all eight markings are cracked, give the gourd to the old man in the prison. He mimes crushing it. This is a hint.
In the processing plant, put the gourd in the compressor. Close the compressor: the gourd is crushed. Open the compressor. The gourd is gone, leaving just the kernel behind.
English items
the costume worn by Falstaff in "The Merry Wives of Windsor". At Elizabethan Festival (east), the actor who plays Falstaff removes his normal costume there when he needs to dress as an old woman.
In the tavern, give the costume to the store owner. He puts the costume on, discarding his old clothes. Examine his old clothes to find a large key.
Note that you cannot wear both the parka and the costume at the same time.
an invitation to the jousting arena, signed by Elizabeth I. At Elizabethan Festival (north), Sir Francis Drake gives this to you in exchange for the fig fruit.
While holding the invitation, you can go north from the Elizabethan Festival (north) into the Jousting Arena. The yeoman takes your invitation, but you can revisit the jousting whenever you want without it.
the severed head of knight-name. In the Jousting Arena, it falls at your feet after seeing two jousting matches there.
The name of the beheaded knight is randomized, eg: Sir Roland of Tutbury.
On the mist-shrouded island, drop the head. The raven eats one of its eyes, and the head is now animated. Take the head again.
At the Elizabethan Festival (west), while the ladies-in-waiting are "playing" with the macaque, drop the head. If the head is animated, it scares off the ladies and the macaque climbs onto your shoulder.
Scandinavian items
a battle axe. It's in the funeral ship of the Viking chieftain.
After turning off the bulldozer's ignition at the top of the bulldozer, go under the bulldozer, and cut the cable (with the axe). The bulldozer is now disabled. The ignition must be off or you'll be electrocuted.
In the savannah, cut the antelope (with the axe) to obtain a raw piece of venison.
a drinking horn (full of mead). Find it by looking under the head table in the temple of Uppsala.
While still in the temple, fill the horn (with mead).
In the medicine hut, put some zzzzzz potion into the horn.
At Lake Viewpoint, give the horn to the archer. He immediately falls asleep and you can now safely enter and launch the funeral ship to reach the mist-covered island.
Himalayan items
a cup of tea and a tooth-crunching sugar cube. In the Himalayan Mountains, say YES when the blind man asks "Cha?" or "Tea?" to get a cup of tea.
When the man gives you the cup, he immediately asks, "Sugar?" Answer NO. Drink the tea immediately while he struggles to comprehend your refusal. When he asks "Sugar?" the second time, say YES. He drops a sugar cube into your empty cup, making a distinctive sound. Immediately take the cube from the cup before the blind man takes the cup away from you. He thinks the sugar cube dissolved your tea and immediately packs up all his things and leaves with his trolley.
If you mess up the timing or the sugar dissolves in the tea, you can always drink the tea and give the cup back to the blind man to restart the sequence. Note that you can never take the cup anywhere else.
In the Green Hills of England, give the sugar cube to either the stallion or the filly. You can now ride that horse to many places on the map, particularly the palm tree plantations.
a fruit from the fig tree. It's in a fig tree, but a macaque won't let you take it.
To get the fig, first give the toy monkey to the macaque to distract it. Now you can take the fig.
At the Elizabethan Festival (north), give the fig fruit to Drake. He gives you an invitation as thanks, then enters the royal pavilion tent to show the fig to the queen. Of course, the macaque follows him inside.
You shine with an inner light. Acquire it by walking around in the "enlightenment maze" until the voiced number is 1.
When you enter the "maze", the voiced number starts at 108. Go towards numbers that evenly factor into the current voiced number; for example, 108 is divisible by 2, 3, 4, 6, 9, and 12.
The light lets you see in the Dark Harem.
an ornate Indian cloth. It's on the cylindrical lantern in "The Elephant in the Cavern".
First, ignore the elephant: it leaves. You can now take the cloth and continue downwards.
On the plateau, put the cloth on the truck's floodlight, then turn on the floodlight. An enormous elephant, Girimekhala, appears in the watering hole below, and the frightened poachers run away... towards the lions.
Caribbean items
a fuse. It's in the cannon on the pirate ship.
You can only take the fuse when the pirates are in the tavern getting drunk; see jerry can.
In the store, put the fuse in the barrel of gunpowder, then push the barrel to the burning crosses. Light the fuse, then push the barrel west to the prison door. Back away and wait for the explosion to get rid of the prison door.
a large key. In the tavern, the key is attached to the store owner's raggedy old clothes.
Give the costume to the owner. He changes clothes right there and then, dumping his old clothes on the tavern floor. Take the key then.
The large key unlocks the general store door.
Indonesian items
a toy monkey. It's at The Palm Tree Plantations of Indonesia.
In a fig tree, give the toy to the macaque to distract it. Now you can take the fig fruit without the macaque blocking you. The macaque drops the toy in anger, and the toy falls to the Himalayan Mountains.
a 5-litre plastic jerry can. It's in the cleaning cupboard in the processing plant; see green book for getting in there.
On the pirate ship, clean the ship while carrying the can. You successfully help the pirates clean their ship, and then they all leave for the tavern, which is now open. The store owner and his wife are now also in the tavern, and the general store is now locked.
a selection of samples of shampoo and other beauty products. It's in a cupboard inside the "Palmface" outlet.
In the "Dark Harem", give the shampoo to the women. They are now obsessed with the beauty products, and you can now go down past them.
Amazonian items
a green parka. The girl at the "Tree Quarry" is wearing it.
Show the clean card to the girl; she gives you the parka.
At the Eco Camp, wear the parka. Now you can go up into the tree house since only a Rhino Warrior would have a parka like that.
Note that you cannot wear both the parka and the costume at the same time.
a ladder. It's in the Eco Camp.
First, wear the parka so you can go up into the tree house; the eco warrior leaves. Take the green book.
Back on the ground, take the ladder.
In The Tallgrass Prairies of Missouri, lean the ladder (against the poplar) so you can go up, untie the rope, and get back down again.
At the Palm Tree Plantation Entrance, lean the ladder against the store. Now you can climb the ladder to reach the outlet's roof and get back down again.
a little green book. It's in the tree house in the Amazon rainforest.
You can look up topics in the book. The only known topic is Palmface, which tells you the number to type on the keypad outside the processing plant. The number is randomized.
Missouri items
a length of rope. It's the noose tied to a poplar at The Tallgrass Prairies of Missouri.
The poplar itself is too smooth to climb, but you can climb the noose. From up a Poplar, you can untie the noose to get the rope. Unfortunately, if that's the way you got up there, the only way to get back down is to tie the rope to the poplar and climb down the rope.
Instead, lean the ladder (against the poplar) and go up, untie the rope, and return down the ladder.
By the church, tie the rope to the door handles, trapping the angry people inside.
Serengeti items
a wooden African mask. It's inside a baobab tree.
In the medicine hut, give the mask to the medicine woman to gain her trust. She now lets you take a few drops of zzzzzz potion if you have the horn filled with mead.
a dirty plastic card. Find it by searching the dung inside the burlap sacks in the grassland.
At the Edge of Lake (or other area with water), wash the card: it's a rhino warrior pass.
In the "Tree Quarry", show the cleaned card to the girl. She thinks you're a fellow Rhino Warrior and gives you her parka.
a (haunch of or cooked piece of) venison. In the savannah, cut the antelope (with the axe) to obtain venison. To get there, BRAVELY GO SOUTH from the Vast Plains of the Serengeti.
In the processing plant, put the venison in the oven then close the oven to cook the venison.
In the Pine Forests of Scandinavia, give the cooked venison to the Viking to enter the mead hall a.k.a. the temple of Uppsala.
Endgame items
a tatty white robe. It's inside the laundry basket in the Indonesian simulation room.
Take it and wear it. Without it, you're naked.
In the Scandinavian simulation room, if you're wearing both the robe and the garland, and you're also carrying the cross, the preacher there thinks you're Jesus and he abruptly amscrays, leaving his bottle behind.
a prickly garland. When you first dance in the English Simulation Room, a demonic dancer pins the garland onto your head.
In the Scandinavian simulation room, if you're wearing both the robe and the garland, and you're also carrying the cross, the preacher there thinks you're Jesus and he abruptly amscrays, leaving his bottle behind.
a foreign coin. In the Himalayan simulation room, after getting rid of the blue demon (see dancer), hit the vending machine and a coin falls out.
In the Amazonian simulation room, put the coin in the money box. The girl pins a pin to your robe.
a whip. It's in the jammed open locker in the Caribbean simulation room.
In the Amazonian simulation room, after freeing the lions (see pin), whip the lions to get them to leave you alone and bother someone else: the orangutan and the macaque in the Indonesian simulation room!
a clothes' pin with a rhino warriors motif. In the Amazonian simulation room, the girl attaches the pin to your robe
In the Serengeti simulation room, unlock the lock (of the cage) with the pin, then open the cage to free the lions! Hope you have the whip! Alas, the pin is now lost.
a fire extinguisher. The men in the Missouri simulation room have it. They drop it when you push the table-football game there.
Extinguish the burning crosses (with the extinguisher). Now you can take a cross.
a large cross, carried over your shoulder. There's three burning crosses in the Missouri simulation room. Extinguish them with the fire extinguisher. Now you can take one.
In the Scandinavian simulation room, if you're wearing both the robe and the garland, and you're also carrying the cross, the preacher there thinks you're Jesus and he abruptly amscrays, leaving his bottle behind.
a semi-full bottle of Jill Daniels. The preacher in the Scandinavian simulation room has it.
If you're wearing both the robe and the garland, and you're also carrying the cross, the preacher there thinks you're Jesus and he abruptly amscrays, leaving his bottle behind.
In the Woodlands simulation room, give the bottle to the eldery maintenance man. He drinks the booze, passes out, and drops the allen keys.
a set of allen keys. The maintenance man in the Woodlands simulation room has them.
Give the bottle of Jill Daniels to the man. He drinks the booze, passes out, and drops the keys. Take the keys.
When the football game is not in use, unlock the game with the keys, open it, and take the kernel that's inside.
the kernel that you're looking for. It's hiding inside the gourd.
First you need to visit everywhere. Every time you explore a region completely, a crack appears on the corresponding marking on the gourd. When all eight markings are cracked, go to the processing plant in Indonesia, put the gourd in the compressor, then close the compressor. The compressor crushes the gourd, leaving only the kernel behind.
When you attempt to take the kernel, the simulation appears to end and you find yourself in Indonesian simulation room without any of your former inventory. Examine the football game to see that the kernel is now inside the game!
See football game on how to get the game all to yourself. Unlock the game with the allen keys, open the game, and finally take the kernel.
In the Woodlands simulation room, put the kernel into the door's receptacle to end the simulation for real and win the game.
Honorable mentions
These items are either characters who may follow you or things that you can push from one location to another.
a macaque. This monkey is in the fig tree in the Himalayan mountains.
The macaque guards the fig fruit. Give the toy monkey to the macaque. It is distracted long enough for you to take the fig. The macaque immediately tosses the toy monkey away and now follows you, hoping to get the fig back.
If you ever drop the fig, the monkey takes it back to the fig tree. So don't do that.
At the Elizabethan festival (north), give the fig fruit to Sir Francis Drake. The macaque follows him inside.
The macaque is next seen at Elizabethan festival (west) tormented by the ladies-in-waiting. Drop the animated head. The head talks. The ladies scream and flee. The unhappy macaque climbs up on your shoulder.
Take the macaque to the roof of the outlet. The orangutan and macaque leave together. You can now enter the outlet's skylight.
The primates are next seen playing table-football in the Indonesian simulation room. Chase them away with lions; see pin and whip for details.
[either] "Champion", the wonder horse (the stallion) [or] "My Little Pony" (the filly). Both horses are at "The Green Hills of England".
Give a sugar cube to the horse you want to ride. Oddly, the game now assumes you have the same gender as the fed horse.
You can ride your horse to many places in the game, but there are exceptions. A horse won't climb trees, climb ladders, go indoors, or go anywhere it feels unsafe.
You must ride your horse along the long path through the Indonesian plantation. It's too far to walk.
a gunpowder barrel. It's in the general store.
Unlock the store door with the large key. Put the fuse in the barrel. Push the barrel to the burning crosses in Missouri.
If you haven't done so already, tie the rope to the church's door handles so the angry mob inside can't interfere.
Light the fuse (with the crosses). Push the barrel west to the prison door, then go east and wait for the explosion. Now you can enter the prison.
a demonic dancer. She is one of the dancers in the English simulation room. DANCE to find her. She gives you a garland and now follows you.
Lead the dancer to the Himalayan simulation room. She chases the blue demon away from the coffee vending machine. Neither are ever seen again.
a table-football game. It's in the Indonesian simulation room. The orangutan and macaque are playing the game.
In the Serengeti simulation room, free the lions and send them upstairs; see pin and whip for details. When you return to the Indonesian simulation room, the lions chase the primates away.
Push the game to the Missouri simulation room. Now the two maintenance men start playing the game. Extinguish the burning crosses with the extinguisher so that task of theirs is done.
In the Himalayan simulation room, hit the coffee vending machine once more to summon the maintenance men. The game is, once again, abandoned.
Unlock the game with the allen keys, open the game, and take the kernel that's inside it.
Score
This is the response to SCORE:
You have so far scored your-score out of a possible 100, in several turns.
The command FULL or FULL SCORE lists how you earned points. Points are awarded as follows:
5 points for Discovering how to navigate the forest.
1 point for Obtaining Falstaff's costume.
1 point for Entering the baobab tree.
1 point for Finding something useful amongst the rhinoceros dung.
1 point for Giving the medicine woman the African mask as a gift.
2 points for Turning off the bulldozer's ignition.
1 point for Visiting both the top of and beneath the bulldozer.
1 point for Cutting the cables underneath the bulldozer without getting electrocuted.
1 point for Acquiring a cube of sugar from a puzzled monk.
1 point for Taking the monkey's fig fruit, much to its annoyance.
2 points for Achieving enlightment.
2 points for Giving the clean pass to the young girl lying in the mud and receiving a green parka in exchange.
3 points for Finishing exploring the Amazon.
1 point for Carrying a ladder away
1 point for Leaning a ladder against a poplar tree, thus allowing it to be climbed up and down.
2 points for Tying the rope to the church handles, thus sealing the occupants inside.
1 point for Befriending a horse.
1 point for Riding a horse along the plantation road.
1 point for Leaning a ladder against the outlet building, thus allowing access to its roof.
2 points for Unlocking the processing plant door.
2 points for Cleaning the pirate ship.
3 points for Finishing exploring the Caribbean.
2 points for Providing the general store owner with nicer clothes.
2 points for Providing Sir Francis Drake with an interesting fruit.
3 points for Finishing exploring Elizabethan England.
2 points for Finding a severed head.
1 point for Placing a fuse into a barrel of gunpowder.
1 point for Lighting the fuse while it was in the barrel of gunpowder.
3 points for Blowing up the prison.
3 points for Finishing exploring Missouri.
2 points for Stealing a piece of venison from some hungry lions.
1 point for Cooking the venison.
1 point for Gaining entrance to the Temple of Uppsala.
1 point for Finding Ragnar Lodbrok asleep under the head table.
1 point for Acquiring some sleeping draught in a horn full of mead.
1 point for Drugging the Viking archer.
2 points for Sailing the funeral ship over to the mist-shrouded island.
3 points for Finishing exploring Scandinavia.
2 points for Awakening the severed head.
2 points for Rescuing the macaque from Elizabethan terrors.
2 points for Bringing to the depressed orangutan an equally depressed macaque.
3 points for Finishing exploring the plantations in Indonesia.
1 point for Appeasing the succubi in the cavern without dying sort-of-horribly.
1 point for Ignoring the elephant in the cavern.
3 points for Finishing exploring the Himalayas.
3 points for Summoning Girimekhala to the watering hole using a cloth and a floodlight.
3 points for Finishing exploring the Serengeti.
5 points for Cracking the gourd in the compressor, revealing the kernel.
1 point for Leading the demonic dancer to her demonic mate, with interesting results.
1 point for Obtaining a coin from the coffee machine.
1 point for Giving the preacher a heart attack.
1 point for Giving the maintenance man a much needed rest.
1 point for Finally getting the two maintenance men to do something useful.
5 points for Putting the kernel into the receptacle.
Points can be deducted as follows:
−10 points for Blowing up the barrel in the wrong place.
−10 points for Blowing up the barrel without preventing a lynch mob.
Unfortunately, the game gives no options to see your full score when you win the game.