In this odd, whimsical, and bittersweet game, you play as a young man who rejected the crown after your father, the Bony King of Nowhere, died. You moved to the far north and live a quiet life. Your pet dog, Dylan, is always by your side. But today, the Prime Minister has invited you to a garden party at the old castle. You wonder what mischief you'll get up to this time.
This solution is by David Welbourn, and is based on Release 1 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.
At the start of the game, you're given no goals, so it's unclear what the game expects you do to until you get the letter in the meadow.
Your Log Cabin
If you want to drink your tea at all, do this right away:
> take tea. blow it. drink it.(Lovely.)
Now you can examine your home at your leisure.
> x me. x jeans. x jumper. x boots. i. x watch.
> x Dylan. talk to Dylan.(Only pigeons and bats can talk.)
> x fireplace. x logs.
> x mantelpiece. x photograph.(of you and you late father)
> x bed. x table. x rod. x ball.
> stand.
> take ball. throw ball at Dylan.
> take rod.
> x watch.
It's much later than I thought. Every turn is 15 minutes in game time. But don't worry. Time isn't much of an issue in this game.
> out.(Dylan follows you.)
Your vegetable patch
You don't need any cabbages.
> x cabbages. pet Dylan.
> s.
Northern Meadow
> x letter.(The PM invites you to a party in the castle garden.)
> x flowers. s.
Southern Meadow
> x stump. x mushrooms.(They're hallucinogenic.)
> take mushrooms.
> e.
Coley's Mill
Whenever the tower clock chimes the hour, there's a cat and mouse mechanical panto, which is cute, but can be ignored.
> read sign.(Building is unstable; the mill, it means.)
> x bucket. take it. x spade. take it.
> in.(The red door is locked.)
> n.
Desolate Beach
> read sign.(sandcastle judging at 4pm)
> x sand. x sea.
You need the bucket and spade to make a sandcastle.
> make sandcastle. x sandcastle.(It's not very good.)
If you like, you can now WAIT UNTIL 4 PM, but you won't win the contest with this sandcastle.
> dig. take chess piece. x it.
> x rod. x line. x hook. x reel.
> tie chess to rod.(You now have a magnetic fishing rod.)
> fish.(You get a long metal key.)
> x key.
> ne.
Frozen Tundra
> x mammoth. pet mammoth.(You get a hair.)
> x hair.(2m long, dark, slightly greasy)
> sw. s.
Coley's Mill
> unlock door with key. in.
Inside the Derelict Windmill
> x screwdriver. take it.
> x sack. take it.
> x stairs. x rafters. x millstones.
> out. w. s.
northern woods
> x litter. x gourd.(It's hollow, two holes at one end, a third at the other.)
> take gourd. play gourd.(It makes a loud humming noise.)
> x tree.
> e.
The Lonesome Hollow
> x shack. x porthole.
> x sculpture.(of rabbit with human skull and lotus flower)
> x skull.(with crown, very like your father)
> x flower.(petals curl inwards to form a sphere)
> in.
Inside the Wooden Shack
You meet Donella Letha. She refers to Dylan as an image of Sharvara.
> look.
> ask Donella about sculpture.(It's for a gallery in Lost.)
> ask Donella about Lost. ask Donella about art.
> ask Donella about sandcastle.(She takes some tools and says she'll see you there.)
Um, okay...
> out. w. n. e. n.
Desolate Beach
Donella and an Awesome Sandcastle are now here. When waiting, make sure there's a space between the "4" and the "pm".
> x awesome sandcastle. wait until 4 pm.
The officials award you a 100 Zilch voucher for The Blacksmith's Store in the City of Lost. They leave and Donella leaves too.
> x voucher.
> s. w. s. s.
Woodland Clearing
> x thyme. s.
Northbank of the River Void
> x void. x bridge. x reeds. take reeds.
> blow reeds.(They make a high pithed droning bussing noise.)
> fish. x kettle.
Let's revisit Donella before crossing the river.
> n. n. e. in.
Inside the Wooden Shack
> x tapestries. x furniture. x hammock. x pillows.
> x holders. x boxes. x tchotchke.
> x workbench. x tools. x porthole.
> attach reeds to gourd.(This works.)
> i. x instrument.
> play instrument.(Donella says you've made a Pungi, used for snake charming.)
> out. w. s. s. s.
Southbank of the River Void
> fish. x can.
> se.
Southern Woodland Dell
> x caravan. x Dobby. x Tinker. talk to Tinker.
> ask Tinker about backgammon. ask Tinker about Dobby.
> play backgammon.(Tinker easily wins.)
> ask Tinker about caravan. ask Tinker about grandfather.
> s.
Entrance to the Forsaken Cavern
> x cave. x snake.(It blocks your way.)
> play pungi.(The snake sleeps.)
> x snake. in.
The Forsaken Cavern
> x workbench.(The Wizard loans you a flameless torch.)
> x torch. x wizard. talk to wizard.
> ask wizard about magic. ask wizard about electrickery.
> s.
Darkness / Dingbat's Cave
> turn on torch. x Dingbat. x bell.
> x oak door. x portcullis.
> talk to Dingbat.(He challenges you to answer three picture riddles.)
Ready? (Y/N)>> y
You see a picture that says "NOONT".
> afternoon tea(Correct!)
> talk to bat.
Now his picture is of two large G's. There's a P in the left G and a P on the right G.
> ping pong(Correct!)
> talk to bat.
The third picture is RE RE, using wide letters, the first RE over the second RE.
> repair(Correct! The portcullis opens and you also get a bell.)
> s.
Stone Stairs
> turn off torch. d.
Outside the Giant's Bathroom
> x door.("Occupied")open door.(locked)
> x panel.(screwed)
> x bin. open bin. x object. take object.
> unscrew panel.(The panel falls, and a red valve wheel is revealed.)
> enter bin.(Dylan gets in too.)
> turn wheel.(Bellowing outside)
> close bin. z. z.(You hear the Giant stomp up the stairs.)
> open bin. out. in.
Giant's Bathroom
> x shelf. x cubicle. x controller.
> d.
In the U-Bend
> take clump.(You drop it but reveal a rubber duck.)
> take duck. x it. squeeze it.
> u. s.
The Entrance To Pan's Labyrinth
> x sign.(Unfair maze ahead!)
> x slide.
Uh, before entering the labyrinth, let's revisit Tinker.
> n. out. u. n. n. out. n.
Southern Woodland Dell
> show object to Tinker.(He says it's a broken way diviner. He needs a fine very long thing to fix it.)
> give long hair to Tinker.(He repairs and returns the diviner.)
> x diviner.
Return to the labyrinth entrance:
> s. in. s. s. d. in. s.
The Entrance To Pan's Labyrinth
If you have a working way diviner, you don't really need to save here, but you are about to enter a maze.
> save. s.
Unfair Maze Room (1: N/S/E/W)
Examine the way diviner in every maze room to learn which way to go.
> x way. s.
Unfair Maze Room (2: N/E/W)
> x way. w.
Unfair Maze Room (3: N/S/E/W)
> x way. w.
Unfair Maze Room (4: N/E)
> x skeleton. x way. e.
Unfair Maze Room (5: S/W)
> x way. s.
The Giftshop
> x sign.(pink door to west leads to the slide back)
> x shelves. x dust. search dust. take dust.
> s.
Top of the Stone Slide
> x elevator. in.
Inside the Elevator
> d. look. out.
midland marshes
> x Lost. x sign.("Welcome to The Minus 6")
> s.
Outside The Mash Tun Tavern
> x bench. x mat.("Goodboy! - Beer for Dogs!")
> x sign.
> in.
The Bar (Inside The Mash Tun Tavern)
> x poster.(ouch.)x bowl. x landlady.
> x wallpaper. x bar top. x stools.
> talk to lady.(Game suggests sitting at the bar.)
> sit on stool.(She asks if she should pour Dylan a pint of Goodboy?)
(Y/N)>> y
And a pint of Bank's bitter for yourself?
(Y/N)>> y
These drinks are on the house. She knows who you are. She also gives you a copy of the local newspaper.
> read newspaper.
You learn that the King of Somewhere has attacked and now controls the castle. The city of Lost is under siege.
> take pint. x it. drink it.
> take bowl.(You instead just grab a handful.)
> eat lumps.
> stand. e.
The Saloon (Inside the Mash Tun Tavern)
> x man. x table.(7 red balls, 7 yellow, 1 white)
> x gaslamp. x machine.("Dynamic Pinball!")
> play machine.(Eventually you stop playing it.)
> talk to man.(He asks if you want to play pool.)
(Y/N)>> y
Because you drank the beer and ate the pork scratchings, you play very well and actually win. Sean gives you a vial of super strength.
> x vial.
> w. out. s.
Outside The North City Gates
> x gate. x box.
If the soldier isn't here, wait a few turns; he patrols between this gate and the east gate. He'll arrive from east and enter the sentry box. After a few turns here, he'll leave the box and go east.
> x soldier.(He has soldier's key and uniform.)
> x soldier's key. x uniform.(from Somewhere)
> x canteen.(contains water)
> z.(Repeat waiting until the soldier leaves.)
When the soldier isn't here:
> put mushrooms in canteen.
> z.(Repeat waiting until the soldier returns.)
The soldier drinks from the canteen, slumps, giggles, and drops his key.
> take soldier's key.
> s.
You automatically unlock the city gate with the soldier's key.
City Plaza
> x airship. x fountain.
> x pigeon. talk to pigeon.(It's Jon, the foul-mouthed pigeon.)
> ask Jon about king.
> sw.
Inside Block & Quayle Blacksmith Store
Note: There's some awkwardness with refering to the bolt cutters. Refer to them as "bolt" or "cutter"; the game doesn't understand "cutters". Also, "buy bolt" doesn't work; just take it.
> x shopkeeper. x bolt. talk to shopkeeper.
> take bolt.(You buy the cutters with the voucher.)
> ne. w.
Outside Number 10 Clowning Street
> x cat. pet cat. x officer. x door.
> in.(Only Somewhere personnel allowed in.)
> e. n.
Outside The North City Gates
> take uniform. wear it.
> s. w.
Outside Number 10 Clowning Street
While wearing the uniform, you can enter easily:
> in.
Inside Number 10 Clowning Street
> x desk. x papers. x chair. x minister.(Jane Smith)
> x Oz. x contraption.(Cannon-crossbow?)
> talk to minister.
She recognizes you. She gives you a note for a pigeon to take to troops out east. She also gives you a codebook to get into the castle with.
> x note. x codebook.
> talk to Oz. ask Oz about contraption.
> out. e.
City Plaza
> give note to Jon.(He complains, but does his duty.)
> s.
Entrance to The Old King's Castle
> x castle. x moat. x soldiers. x drawbridge.
> x flag box. x platform.
> stand on platform. take all flag.
> wave green flag.
> wave white flag. wave black flag. wave black flag.
> wave red flag.(The drawbridge lowers.)
> put all flag in flag box.
> in.
Inner Bailey (Inside The Castle)
> e.
Outside The Barracks
> cut fence.(You're not strong enough to use the cutters.)
> drink vial. cut fence.
The Nowhere troops are freed and you hear cannon fire between the airship and the plaza. Jon's message went through!
> w. u.
Inside The Airship Gondola
> x king. talk to king.(He recognizes you, his brother's first-born.)
> g. g. g.
At this point, Oz arrives and attacks. All the soldiers die, but Oz dies too. You grab the contraption and point it at the King.
You have a choice. Do what you think is right:
> talk to king. g. g. g. g.(You let your uncle escape.)
> shoot king.(You kill him.)
> look. i.
Donella arrives and finds a black box under Oz's cloak. She gives the box to you.
> x box.
Again, you have a choice. Either press the red button to change universes or give the box back to Donella. Thanks to UNDO, you can see both endings.
> give box to Donella.
You fly around the kingdom together.
*** THE END ***
Credits are displayed.
> undo
> push button.
You are transported into a café where another adventure awaits you.
*** THE END ***
The adventure continues in Drumsticks. Then the credits are displayed.
Extras
Artwork
These are thumbnails of the three riddle pictures shown in Dingbat's cave. Please play the game to view these at their original and intended sizes.
Characters
Dylan is your beloved pet dog. He's an elderly Bozer mongrel of some sort and follows you everywhere.
Jon, the foul-mouthed pigeon, is first seen briefly when he delivers a letter to you. You'll see him again at in the city plaza.
A mechanical mouse and cat enact a pantomime every hour out the the clock tower at Coley's Mill.
A woolly mammoth is just standing there on the frozen tundra. It's friendly.
Donella Letha is a talented artist. She lives inside the wooden shack and knows how to make an awesome sandcastle.
Two council officials judge the sandcastles (if any) made on the desolate beach every 4 pm (until you win their contest).
The Tinker is your friend. You'll meet him in the southern woodland dell where he's parked his caravan.
Dobby is the Tinker's workhorse.
A fearsome looking snake blocks your way into the Forsaken Cavern.
The Wizard of Ounces (or "Oz" for short) has his workshop in the Forsaken Cavern.
Dingbat, an enormous talking fruit bat, challenges you to answer three picture riddles when you visit him in his cave.
The Giant is taking a shower in his bathroom until you turn off his hot water.
The landlady of the Mash Tun Tavern serves you a pink of Bank's bitter on the house.
Sean, a muscular man in the Saloon, asks if you want to play a game of pool.
A soldier of Somewhere's army is going back and forth from the sentry box at the north city gates to the sentry box at the east city gates.
Larry is the Prime Minister's cat. He's outside Number 10 Clowning Street.
A police officer stands guard outside the PM's home. She's polite even though she's from Somewhere.
A shopkeeper has a bolt cutter in his blacksmith store.
Jane Smith is Nowhere's first Prime Minister. Unfortunately, she's under house arrest in Number 10 Clowning Street.
A soldier on the wall above the drawbridge watches your flag-waving.
The Nowhere troops are mostly locked up in the castle barracks; you can free them. The heavy troops are in hiding, far east of the city; their leader is Brigadier Lethbridge-Stewart, acting commander of the 1st Armoured Division of Nowhere. The note is addresed to him.
The Somewhere troops strip you of your possessions when you arrive inside the gondola, and they die when Oz arrives with his contraption weapon.
The King of Somewhere, also known as King Being, is your late father's brother, your uncle.
A filthy looking dishelved guy is eating a fried egg sandwich when and if you arrive in the café in an alternative universe.
Mentioned:
The Bony King of Nowhere was your own father, but you rejected the crown after his death, even though you are his first-born son. Nowhere is now a republic. You and he are pictured in the photograph that's on the mantelpiece in your log cabin.
Sharvara is someone whom Donella says Dylan looks like.
Coley, I assume, owns (or owned?) the derelict windmill.
The Tinker's grandfather was an immigrant from Somewhere. He built the Tinker's caravan.
Credits
The credits are displayed after you end the game:
*** Written and coded by Luke Jones (email redacted), using Inform 7.
Thank you to Alex Dimmer for creating the artwork and to Jennifer Thompson, for alpa and beta testing, and for the excellent suggestions for improvements.
Thanks also to the excellent support from the Inform and Quest forum members. Special thanks to the coding wizard K.V. for patiently explaining Inform syntax to me.
I was inspired to write textadventure games after playing the wonderful games of Robin Johnson, you should check them out: http://versificator.net/
I have authored several other games, including "The Bony King Of Nowhere" to which this game is a sort of sequel.
The pigeon was inspired by the twitter account @pigeonjohn
Do contact me with any feedback or queries, hearing from players from all over the world is half the fun of writing these things.
Be excellent to each other.
Luke xx ***
Endings
As near as I can tell, all endings end with THE END and there are just the two of them. Either you return the black box to Donella and stay in Nowhere, or you push the box's button and go to an alternative universe.
It is possible to put the game into an unwinnable state, but you need to be deliberate about it. For example, go to the giant's bathroom door while the giant is showering, drop the pungi, turn the wheel, and wait a few turns. When the giant catches you, he'll carry you and Dylan to the entrance of the cavern where the snake is, and the snake wakes up because of the commotion. If you still had the pungi, you could play it again and put the snake to sleep again. But without the pungi, you're stuck. There are no more reeds and gourds to find to make another either.
Inventory
In the order you can acquire them in this walkthrough:
your watch. You're wearing it.
Leave it on. Time advances by fifteen minutes with every turn. The time of day only matters for the sandcastle-building contest which occurs at 4 pm on the beach. The command wait until 4 pm will execute as many turn cycles as necessary until it's 4 pm.
a mug of tea. It's on the table in your log cabin.
When the game begins, it's too hot to drink, but if you leave it too long, it's cold and you pour it away.
For best tea enjoyment, take the mug right away as your first move of the game, blow it to cool it down, then drink the tea.
Whether you drink the tea or pour it, you are left with just the mug.
You don't need the empty mug. And you don't need to drink the tea either, but of course, you wanted to, yes?
a framed photograph. It's on the mantelpiece in your log cabin.
Examine it to learn that your father was the Bony King of Nowhere and that you were his heir, that you rejected the crown after his death, and that Nowhere is now a republic.
You can leave the photograph at home. You don't need to take it anywhere.
a rubber ball. It's in your log cabin.
You can throw the ball at Dylan who will catch it and return it to you. Or drop the ball or give the ball to him.
The rubber ball isn't used to solve any puzzles.
a fishing rod. It's in your log cabin.
Tie the chess piece to the rod to make it a magnetic fishing rod. Now you can catch some metal things when you FISH.
At the southbank of the River Void, fish to get a rusty tin can. (You don't need it.)
At the northbank of the River Void, fish to get an old tin kettle. (You don't need it.)
At the desolate beach, fish to get a long metal key. This, you need.
some cabbages They're growing in your vegetable patch.
You don't need any cabbages and you won't eat them raw. You can taste them, I suppose, but that's it.
a letter. When you first enter the northern meadow, a pigeon drops this letter at your feet. You automatically take it.
Examine (but not read) the letter to see it's an invitation from the Prime Minister to a garden party in the old King's Castle. This gives you a reason to go there.
some mushrooms. They're in the southern meadow.
When outside the north city gates and when the soldier isn't there, put the mushrooms into his canteen. When he returns, he'll drink from his canteen and fall asleep. Take both the soldier's key and his uniform.
a bucket. It's at Coley's Mill.
Examine it: it has a bucket list. Har har.
You need both the bucket and spade if you want to make your own sandcastle at the desolate beach. But it's better to let Donella make it.
a spade. It's at Coley's Mill.
Dig at the desolate beach (with the spade) to find the chess piece.
You need both the bucket and spade if you want to make your own sandcastle at the desolate beach. But it's better to let Donella make it.
a chess piece. Find it by digging (with the spade) at the desolate beach.
Tie the chess piece to your fishing rod to make it a magnetic fishing rod. Now you catch some metal things when you FISH.
a long key. Acquire it by fishing (with your magnetic fishing rod) at the desolate beach.
The long key unlocks the door at Coley's Mill.
a ridiculously long hair. Acquire it by petting the woolly mammoth on the frozen tundra.
After giving the way diviner to the Tinker, give this long hair to him as well so he can fix the diviner.
a screwdriver. It's inside the derelict windmill.
Note that its logo is a cartoon hedgehog wearing running shoes, which makes this a SONIC screwdriver. Hello, oblique Doctor Who reference!
Outside the Giant's bathroom, unscrew the panel (with the screwdriver) to reveal a red valve wheel.
a flour sack. It's inside the derelict windmill.
Oddly, you don't need this sack for anything.
a gourd. It's in the northern woods.
If you blow the gourd, it makes a loud humming noise.
a voucher. At the desolate beach, at 4 pm, two council officials will award you this voucher if there's an awesome sandcastle there.
To make the awesome sandcastle, you must first visit Donella inside the wooden shack and ask her about sandcastle. She'll go to the beach and build it for you. Go back to the beach and wait until 4 pm.
Note that the sandcastle competition happens every day at 4 pm until you win, then that's the last day of the competition, so you can't win more than one voucher.
The voucher is worth 100 Zilch at the blacksmith's store. Take the bolt cutter; you'll pay for it with the voucher.
some broken reeds. They're at the northbank of the River Void.
an old tin kettle. Acquire it by fishing (with your magnetic fishing rod) at the northbank of the River Void.
You don't need the kettle.
a weird instrument. Create it by attaching the reeds to the gourd.
If you play the instrument near Donella (or just show it to her), she tells you you've made a Pungi, used for snake charming.
At the entrance to the Forsaken Cavern, play the Pungi. The snake falls asleep and no longer blocks your way inside.
a rusty tin can. Acquire it by fishing (with your magnetic fishing rod) at the southbank of the River Void.
You don't need the tin can.
a flameless torch. In the forsaken cavern, the Wizard loans you this torch when you examine his workbench. It's a flashlight.
Turn on the torch to see in Dingbat's cave.
a small bell. It's in Dingbat's cave. Dingbat will award the bell to you after you answer his three picture riddles correctly.
You can ring the small bell, of course, but you never need to. Solving the riddles also opened the portcullis; that was useful. The bell is not.
a strange object. It's inside the wheelie bin outside the Giant's bathroom.
Examine it: it's some sort of broken compass.
Return to the dell and show the object to the Tinker. He tells you it's a Way diviner. He needs something long and fine to fix it.
Give the long hair to the Tinker; he fixes the way diviner and returns it to you.
When in the unfair maze rooms, examine the way diviner to see which way you should go. It will lead you to the giftshop.
The way diviner only works inside mazes; otherwise, its dial just spins.
a yellow rubber duck. In the U-Bend, find the rubber duck by trying to take the clump of greasy hair the first time.
If you squeeze the duck, it makes a loud SQUEEK. You can also give it to Dylan, who'll squeeze it. Either way, the noise frightens him.
You don't need the rubber duck.
clump of greasy hair. It's in the U-Bend. You'll need to try taking it twice if you really want it.
You don't need the clump at all, but you do find a rubber duck when you first try to take the clump.
a beer mat. It's on the pub bench outside the Mash Tun Tavern.
Examine (but not read) it to learn about Goodboy, the beer for dogs.
a newspaper. The landlady of the Mash Tun Tavern gives this to you after you sit on the stool and accept pints for both Dylan and yourself.
Read it to learn that the King of Somewhere has laid siege to the city of Lost and has taken over the old King's Castle.
a pint of beer. First, enter the Mash Tun Tavern and sit on the stool. The landlady gives this pint to you if you answer YES when she asks if she should pour a pint of Bank's bitter for you.
a handful of pig lumps. There's a bowl of them in the bar (the Mush Tun Tavern). You can't take the bowl itself, but if you try, you take a handful of lumps instead.
a vial of strength potion. Sean, a muscular man at the Saloon (inside the Mash Tun Tavern) will give this vial to you if you play pool with him and win.
To play a game of pool, talk to the man then answer YES when he asks if you want to play.
To win at pool, you must have first drank the beer and eaten the pig lumps.
When outside the barracks, drink the potion, then cut the fence (with the bolt cutters). The Nowhere soldiers are free!
a soldier's key. The soldier outside the north city gates is carrying it.
When the soldier isn't there, put the mushrooms into his canteen. When he returns, he'll drink from his canteen, have a giggling fit, and drop his key. Take it.
The key unlocks the gates of the city, both at the north and east sides. If you're in the city plaza, you can unlock the gates from there as well.
a heavy duty pair of bolt cutters. They're inside the Block & Quayle Blacksmith Store.
NOTE: Refer to these as a bolt cutter, without any S at the end. "Cutters" isn't understood.
Take the cutter, giving the voucher to the shopkeeper.
When outside the barracks, drink the vial of strength potion, then cut the fence (with the bolt cutters). The Nowhere soldiers are free!
a uniform. The soldier outside the north city gates is wearing it.
When the soldier isn't there, put the mushrooms into his canteen. When he returns, he'll drink from his canteen and have a giggling fit. You can now take his uniform; he thinks it's funny.
Wear the uniform. Now you can enter Number 10 Clowning.
You can also climb the ladder into the gondola while wearing the uniform, but you should first free all the Nowhere troops in the barracks (see bolt cutters and vial) and signal the heavy troops outside the city (see note).
a note. Talk to the Prime Minister inside Number 10 Clowning Street; she'll give you this note.
Give the note to Jon, the pigeon, in the city plaza. He'll grumble, but he'll deliver it.
a codebook. Talk to the Prime Minister inside Number 10 Clowning Street; she'll give you this codebook.
The codebook tells you how to wave the flags to lower the drawbridge.
a Green Flag, a Red Flag, a Black Flag, and a White Flag. They're in the flag box at the entrance to the Old King's Castle.
The codebook tells you how to wave the flags to lower the drawbridge. In brief, stand on the platform and wave green-white-black-black-red. One-zero-zero is 4 in binary.
Wave the green flag to start a message.
Wave the white flag to signal a '1' in binary.
Wave the black flag to signal a '0' in binary.
Wave the red flag to end the message.
When the drawbridge is down, put all the flags back into their box.
contraption. You first see Oz with this weapon when inside Number 10 Clowning Street.
Inside the airship gondola, after talking to the King of Somehere for four turns, Oz arrives and attacks using the weapon. All the Somewhere soldiers and Oz die. You automatically take the contraption and point it at the King.
You have the option to shoot the king, killing him. Or you can talk to him some more and let him escape. It's your choice.
You will drop the contraption either way and won't pick it up again.
a black box. After the King of Somewhere has died or fled, Donella arrives inside the gondola, finds this black box in Oz's cloak, and hands it to you.
Examine it: it's an Alternative Universe Transporter.
Either give the box back to Donella to stay in Nowhere, or push the box's button to go to another universe. It's your choice.
Honorable mention:
worn black jeans, a woolly jumper, and some boots. You're wearing them.
Examine them, then ignore them.
When wearing the uniform, you'll put it on over your normal clothes. You'll look more buff that way anyway.
Dylan. Your pet dog follows you everywhere, although when you climb a rope ladder near the end of the game, you'll have to carry him (which you'll do automatically).
Dylan isn't used to solve any puzzles. He's only there to be your constant companion and give you his uncomplicated love and support. What a good dog!