In this large game, you're a physics student. Since you're the only one who showed up to Dumont's class, he takes you to his lab to show you his P.A.R.T.I. — Particle Accelerator and Reality Translation Integrator. That is, he's connected an AI to a cyclotron so a "subonaut" can now explore the subatomic world metaphorically in virtual reality to search for Particle X. Long story short, you accidentally become the first subonaut while Dumont looks for a screwdriver.
This solution is by David Welbourn, and is based on Revision 4.11 of the game.
⚛️ School goals: Get card, mat, handbook, and robe.
Porch
> x sign.("Welcome to the School of Thought")
> open door. n.
Exam Room
> x desk. x screen. x pad.
> push pad.(Professor Parti appears and tells you to sit when you're ready to take your exam.)
> x Parti. x diploma.
> x gold plaque.("Zen")
> x silver plaque.("Philosophy")
> x crystal plaque.("Metaphysics")
> ask Parti about exam. ask Parti about thought.
> ask Parti about himself. ask Parti about diploma.
> ask Parti about desk. ask Parti about zen.
> ask Parti about philosophy. ask Parti about metaphysics.
Let's try the exam. You need to be wearing clean jeans.
> sit on desk. read screen.(Wants your palms on the screen.)
> put palms on screen. read screen.(Congrats, your genes are clean.)
> press pad. read screen.
There are five questions/koans. "The answers to these koans are imbedded in the process of finding and retrieving the five keys this desk requires. Each key will fit a slot in this desk. Answer the koans in any order you wish. [...] Press the LCD pad to receive your first koan."
> press pad. read screen.
> press pad. read screen.
> press pad. read screen.
> press pad. read screen.
> press pad. read screen.(A small card appears on the desk.)
> x card. take card. ask Parti about card.
> press pad. read screen.(Back to the initial instructions.)
> stand. n.
Zen 101
> x students. x mat.
> x chalkboard.("Zen 101, Dr Lorenzo Buck Way, to show you the way of Zen.")
> sit on mat.(Way appears.)
> x Way. ask Way about zen.(He doesn't speak.)
> stand. take mat.
> s. w.
Philosophy
> x Cohen. x handbook.
> x chalkboard.("Philosophy 101, Dr Chaos Cohen, attending professor.")
> ask Cohen about Cohen. ask Cohen about philosophy.
> ask Cohen about exam. ask Cohen about handbook.(It's a focus for the hands.)
> ask Cohen about me. ask Cohen for handbook.
I found this impossible to guess, expecting I needed to TELL him about something. Aargh.
> say ANYTHING to Cohen —or— answer ANYTHING to Cohen.(You get the handbook.)
> open book. wear it.
You can wear the book as a focus while meditating.
> e. e.
Metaphysics
> x chalkboard.("Metaphysics, Dr Gravity's Kite Races"; he appears)
> x Gravity. x robe.
> ask Gravity about Gravity. ask Gravity about robe.
> ask Gravity about races. ask Gravity about kites.
> ask Gravity about glasses.
> take robe.(Can't with the handbook on.)
> remove book. take robe.(It flies out of reach.)
> drop mat. sit on mat.
> wear book. meditate on robe.(The robe lands at your feet.)
> remove book. take robe. stand. take mat.
> w.
Exam Room
> open door. s. s. s.
⚛️ Lab goal: Get wires.
The Lab
> take wires.(They spring upwards out of reach.)
> wear robe.(Now you're at...)
Lab Ceiling
> take wires. remove robe.
The Lab
> s. s.
⚛️ Theater goals: Get magazine, brush, pillow, and love note.
Alcove
> x theater. x window. x board. read listings.
> x Ty. x magazine. x ticket.
> ask Ty about ticket. ask Ty about Fred. ask Ty about theater.
> ask Ty about Ty. ask Ty for ticket.(Need to show your diploma.)
> ask Ty for magazine.(He will give that!)
> read magazine. read bio.
> sw. s.
Alley (by door)
> x door. x escape. u.
Landing
> open window. e.
West Catwalk
Don't go east just yet. There's a giant cat on this catwalk.
> d.
Backstage West
If you go west, you go through the door to the alley!
If you try to go east, a strange man demands your backstage pass.
> s.
Dressing Room (western)
> x vanity. x mirror. x brush. take brush.
> x couch. x pillow. take pillow. read it.
> open pillow. take note. read note.
Head back to the lab, then head northwest:
> n. w. n. ne. n. n. nw. nw.
⚛️ Fair goals: Get mug of perfectly warmed milk and blue key.
UnFair Booth
This UnFair is unfair. You will want to save, in case you make a mistake.
> save.
> x banner. x music. x Barker. x blue key.(diamond shaft)
> ask Barker about fair. ask Barker about Barker.
> ask Barker about weather. ask Barker about booth.
> ask Barker about blue key. ask Barker about Milky Way.
> w. n.
Dollar Arcade
Nothing is really here but dreams.
> x machines. s. s.
Ring Toss
> x John. x mug. x doll. x vase. x shakers. x lamp.
Note that you'll need your membership card for almost everything at the UnFair.
CAUTIONS: Make sure you choose your prize wisely; you can't exchange prizes. Also, if you put a prize back on the shelf, you can't get it back.
> ask John about game. ask John about fair. ask John about John.
> throw ring.(Need freebie proof.)
> show card to John.(He punches a tiny hole in it.)
> throw ring.(You win a prize! Take the mug!)
> take mug.
> n. w. n.
Bumper Cars
I want to ride all the rides for this walkthrough, but it's important we go on two rides and only two rides when we get the milk, so let's ride just the bumper cars before that. We can ride each ride only once.
> x cars. x sign. enter ride.
> s. s.
Karni's Korner
> x quiz. x Karni. x sign.
> ask Karni about quiz. ask Karni about Karni.
> ask Karni about cow. ask Karni about freebie.
> take quiz.(Need to show you're entitled to a freebie first.)
> show card to Karni. take quiz.
CAUTION: The questions can be presented in any order! Answer NO to all astronomy questions, and YES to the two silly questions.
Is our solar system near the center of the Milky Way? (y or n) >N
Does the Milky Way have at least 10,000 galaxies? (y or n) >N
Is a 3 Musketeers a Milky Way without caramel? (y or n) >Y
Is the Milky Way a galaxy containing almost 100 thousand stars? (y or n) >N
Is "Cow Tao" another way of saying "milky way"? (y or n) >Y
Is the Milky Way 3.7 parsecs from Earth? (y or n) >N
Your prize is four frozen cubes of milk, and they're melting fast!
> take milk. put milk in mug.
You now need to ride exactly two of the rides to warm up the milk properly. After one ride, it's tepid; after three rides, it's scalded!
> n. w. n.
The Whip
> x whip. enter ride.
Note: The frozen milk cubes in your mug have melted.
> x milk. s. s.
Roller Coaster
> x coaster. x sign. enter ride.
Note: The milk in your mug is now perfectly warmed.
> x milk. n. e. e. e.
UnFair Booth
As you arrive with perfectly warmed milk, Barker gives the blue key to you.
> se. se. se. se.
⚛️ Museum goals: Get glowing rock and laser.
Outside Museum
> e.
S.A.M. West
> x ceiling. e.
S.A.M. Center
> x directory. e.
S.A.M. East
> x generator. x wheel. x belt. x pipe.
Follow the pipe:
> s. w.
S.A.M. South
> x dial.(Marks: 1, 3/4, 1/2, 1/4, and 0.)
> x chamber. x door. x drain. x pipe.
> w.
S.A.M. SW
> x plaque. x rock. take rock.
> n. n.
S.A.M. NW
> x exhibit. x wand. x dish. x water.
> take wand. dip wand in water.
> blow wand —or— wave wand.(Bubbles immediately get popped.)
> put wand in exhibit. e.
S.A.M. North
> x exhibit. x laser. x terminal.
> type Parti on terminal.(No experimenting!)
> e.
S.A.M. NE
> x pyramid. x slab.(Contains wires; end to attach wires.)
> attach wires to slab. s.
S.A.M. East
> attach wires to generator. w. w. w. s.
Corner Sidewalk
> x grass. e. n.
Dirt Path
> turn faucet.(The underground sprinkler system turns on.)
> s. w. n. e. se.
S.A.M. South
The water is draining slowly. Wait until the needle is at 0.
> x dial.(Repeat until the needle is at 0.)
> open door. s.
Water Chamber
> turn wheel.(Water enters via huge pipe, exits via south hole.)
> turn wheel.(Water stops.)
> close handle.(Handle is now closed.)
> turn wheel.(Water now runs out the door.)
> n.
S.A.M. South
> close door.(The chamber takes time to fill)
> x dial.(Repeat until the needle is at 1 again.)
> ne.
S.A.M. East
The generator is now producing power.
> n.
S.A.M. NE
When electricity is running:
> x slab.(The codeword is shown, eg: DRESSER or MIRROR.)
> w.
S.A.M. North
> type CODEWORD on terminal.(The case opens.)
> take laser.
> sw. w. nw. nw. sw. sw.
⚛️ Planetarium goals: Get blanket and violet key.
Lobby
> w.
Hallway
> x exhibit. x jar. x violet key.(circular shaft)
> take jar.(fixed in place)
> take key.(jar is sealed)
> open jar.("Let's not be hasty.")
> w.
Seating, East
> x ceiling. w.
Planetarium
> x projector. x tube.(Missing something.)
> put laser in projector. x projector.
> w. u.
Control Booth
> x ladder.
> x board. read plaque.("Manufactured by Brainwave Creations(tm),...")
> push black button.(The laser cuts out a black rectangle from the sky.)
> d. e.
Planetarium
> x blanket. take it. e. e.
Hallway
> put blanket on jar. break jar.
> take blanket. take violet key.
> e. ne. ne. ne. ne.
⚛️ Bluegrass goals: Get glasses, teddy bear, and yellow key.
Blue Prairie
> e.
Crystal Pyramid
> x pyramid. n.
Inside Pyramid
> x bear. x yellow key.(shaft is triangular)
> take bear.(Vision is too confused.)
> s. e.
Outside Corral
Doc Gravity arrives, reading a flyer.
> x banner. x kite. x flyer.(Copy in your game package.)
The flyer feelie tells you if you want to start a race, tell the person on duty to release a kite.
It also tells you to sit on a tatami mat at the entrance of a race course, and meditate on the tachyon, the fastest particle known.
> drop mat. sit on mat. wear book.
> meditate on tachyon.(You get an ASCII art vision of the route you should take.)
> stand. remove book. take mat.
> doc, release kite.
> e. ne. se. se. w. nw. w. w.
Doc says you won, and offers his glasses as your prize.
> take glasses. w. n.
Inside Pyramid
> wear glasses. take bear. take yellow key.
> remove glasses. s. w. sw. sw. w. w.
⚛️ Parkland goals: Get golf club, feathers, small book, and green key.
East Edge
CAUTION: If you futz around too long in this section without breaking the pinata yourself, Parti will break it instead, making the game unwinnable.
> save.
> x green key.(Its shaft is square.)
> swim.(Parti appears and stops you; you have no swimming permit.)
> nw. sw. sw. s.
Miniature Golf
> x rack. take club.
When you look at one of the golf holes, a golf ball appears on its tee.
> x windmill. hit ball.("A Lesson in Humanity")
> x bridge. hit ball("A Lesson in Humidity")
> x hydra. hit ball("A Lesson in Division")
> x lighthouse. hit ball.("A Lesson in Humility")
> n. n. n.
Clearing
> x pinata. take it.(out of reach)
> hit pinata with club.(Parti wants to see a hitting permit.)
> show card to Parti.(He leaves.)
> hit pinata with club.(It breaks open, spilling out ducks.)
If you're the one who opens the pinata, the duck will now follow you.
> x duck. take duck.(Can't.)
> w.
Petting Zoo
The duck puts feathers in its nest. You can't take the feathers loosely. You must have the pillowcase to put them in.
> x nests. x corrals. x feathers.
> take feathers. close pillow.
> s.
Street
> x dog. x child. n. e. e.
North Edge
The duck finds something in the cattails, pointing.
> look. take small book. x it.("Bedtime for Kitty")
> read it.(It's in catscript.)
> point to green key.(The duck gets it and drops it.)
> take green key.
> se. e. e. s. s.
⚛️ Theater goals, part 2: Get red key and clock.
Alcove
> sw. s. u. e. e.
Mid Catwalk
CAUTION: The cat will kill you if you stand there too long.
> read small book.(It falls asleep.)
> x cat. what is cat. e.
East Catwalk
> x ladder. d.
Backstage East
> x star. s.
Dressing Room (eastern)
> x table. x clock. x red key.
> take red key.
Would you like to fry again?(y or n)> y
Floating
> w.
Floating Disc
> x Dolly. x painting.
> e. e.
Dressing Room (eastern)
> take red key with brush.(Success!)
> x clock.(It's now set for Early Wakeup.)
> take clock.
You should now have all five keys. Head back to the Exam Room:
> n. w. w. w. w. w. n. ne. n. n. n. n. n.
⚛️ School goal, part 2: Get diploma.
Exam Room
I'm assuming the screen is still showing the instructions.
> sit on desk. push pad.
For first koan:
> put violet key in circular slot. turn violet key. push pad.
For second koan:
> put blue key in diamond slot. turn blue key. push pad.
For third koan:
> put green key in square slot. turn green key. push pad.
For fourth koan:
> put yellow key in triangular slot. turn yellow key. push pad.
For fifth koan:
> put red key in rectangular slot. turn red key.(Parti gives you a diploma!)
Head back to the theater:
> stand. s. s. s. s. s.
⚛️ Theater goal, part 3: See Fred A Star, a.k.a. Particle X!
Alcove
> show diploma to Ty.(Ty becomes Parti and joins you.)
Let's find a good seat:
> s. sw. e. e.
Main Seating
> sit on seat.
The show starts and Fred appears! There's fireworks and Fred vanishes. Parti leaves. Then the theatre catches fire. You race outside to...
Alcove
The theatre has been replaced with a Meltdown Area and you're very tired. Head back to the apartment's bedroom, where you started:
> n. n. e. e.
⚛️ Apartment goal, part 2: Get some sleep.
Apartment Entry
The bedroom door will be unlocked now.
> e. e.
Bedroom
Note: You must have the blanket, the mug of perfectly warmed milk, the teddy bear, the pillow stuffed with feathers, and the clock in order to be able to fall asleep.
> get in bed. sleep.
*** You have won ***
> amusing
Extras
Amusing
Have you tried...
WHAT IS <just about everything>?
Especially with the pinata, the pond and the petting zoo?
MEDITATE ABOUT a bunch of items?
ASK LORENZO ABOUT MARX?
ASK LORENZO ABOUT GOOKIE?
Confronting various characters while wearing the wig?
Annoying the Brain Police?
Asking Ty Kett about things inside the theater?
to SHAKE STUDENTS in the Zen room?
Did you know...
...the hints for "The bouncer won't let me enter the bedroom!" are taken from an easter egg that didn't get implemented?
...every professor corresponds to one of the Marx Brothers?
...that the reason that the Professors act like the Marx Brothers is because you saw Dumont watching a Marx Brothers movie when you first entered his classroom?
Things to ask Parti about you might not have thought of...
Muffy or Michael Berlyn.
Mark (Musante).
Any of the beta testers.
golfclub and pinata while in the clearing.
Dumont.
Some silly verbs...
XYZZY?
Try WIN.
Try typing CREDITS.
ZORK.
DUMONT.
DANCE.
SING.
HIT ME.
TAKE ME.
HUM, SING, YELL, ULULATE.
[Delving any further into this would result in a visit from the Brain Police.]
Characters
Gregory Dumont, Ph.D., is one of your physics professors in the real world.
Professor Parti administers the exam in the School of Thought. He has a diploma for you when you pass the exam. He's also a fount of knowledge; ask him about all sorts of topics.
Dr Lorenzo "Buck" Way is the zen professor. Sit on the mat to get him to appear. He doesn't talk. His character is based on Harpo Marx.
Dr Chaos Cohen is the philosophy professor with the handbook. His character is based on Groucho Marx.
Doc Gravity is the metaphysics professor with the glasses. He also runs the kite races. His character is based on Chico Marx.
Ty Kett mans the theater alcove. He has a ticket and a magazine.
Barker mans the UnFair Booth. He has the blue key.
Kon Karni runs Karni's Korner. Take his quiz and win some milk!
Various attendents at the fair rides.
John Boothe runs the Ring Toss at the fair.
A duckling can help you in three different ways if you can find it somewhere near the pond.
A large cat lurks in the middle of the theater's catwalk. Try to interest it in a catnap.
A strange man may demand to see your backstage pass when exploring the theater.
Fred A Star is someone you really want to see perform. In fact, he's the entire point of this exercise since, metamorphically, Fred represents the particle X that Dr. Dumont is trying to observe. Fred A Star is based on Fred Astaire.
Musicians and dancing women are also part of the theater performance.
Paul Newmanski, who is in the audience, shouts "Fire!" in German at the end of the performance.
The Brain Police may show up if you do something dangerous. They are mentioned on several occasions.
Mentioned:
Ginger is sometime's Fred's dance partner; see the love note. This is a reference to Ginger Rogers.
Sal Dolly is a painter you see on the floating disc, except she's not actually there. What you're looking at is just a painting of Dolly painting. Sal Dolly is obviously based on Salvadore Dali, and her clock painting is based on Dali's painting The Persistence of Memory.
Credits
From the response to CREDITS:
Written by Muffy and Michael Berlyn.
Inform version by Mark J. Musante. Additional Inform code by Michael Berlyn.
Hints by Gunther Schmidl.
Beta testers:
Neil Bowers
Gunther Schmidl
Jonathan Blask
David Dyte
Steven Marsh
Jason B. Dyer
Chris Klimas
Michael Kinyon
Copyright (c) 1999 by Cascade Mountain Publishing. All Rights Reserved.
Endings
You have died
if you open the heavy chamber door in S.A.M. South when the chamber is full of water.
if in the Lab, you enter the Black Shell, close it, then open it (it doesn't matter if the wires are attached or not).
if you break the glass jar in the planetarium's hallway.
if you stay near the large cat too long.
You have won
if, after watching Fred A Star's performance, you return to the apartment's bedroom with all five sleep aids and fall asleep, ending the simulation.
Note: It is possible to put the game into an unwinnable state. Just a few examples:
Going from the bedroom to the living room without the jeans, since the door locks behind you. You have no way of getting the jeans now.
Taking too long to break the pinata while in the clearing. Eventually, Parti will break it himself, giving you no opportunity to obtain the duck's assistance in getting the green key.
The Fair really is unfair. You can make the game unwinnable there by:
not choosing the mug as your prize at the Ring Toss,
answering Karni's quiz incorrectly,
not getting the frozen cubes into the mug quickly enough,
riding all three rides after getting the cubes, resulting in scalded milk.
Wash them in the bathroom using the soapy water in the tub; they are now a pair of clean jeans.
Alternatively, you can wash the jeans at S.A.M. NW, using the soap dish there if you didn't wash them earlier.
Wear the clean jeans. You need clean jeans in order to take the exam in the Exam Room.
a membership card. It appears on the desk in the Exam Room after you've read all five koans. Take it. It has several uses:
At the Ring Toss, show the card to John. He will punch a hole in your card and let you throw a ring. Make sure you take the mug as your prize!
At Karni's Korner, show the card to Karni. He will punch a hole in your card and let you take his quiz.
You need the card to be able to enter any of the rides at the fair. CAUTION: You can ride each of the three rides only once each, and you must use exactly two of the rides to warm up your milk properly.
In the park clearing, show the card to Parti after your first attempt to hit the pinata with the golf club. He'll leave, and you can now hit the pinata without interference.
a tatami mat. It's in the Zen 101 classroom.
In the Zen 101 classroom, sit on the mat to summon Dr Way.
In the Metaphysics classroom, drop the mat and sit on it. Wear the handbook then meditate on robe to get the robe to land on the floor so you can take it.
At Outside Corral, use the mat and handbook again to meditate on tachyon to learn what race route to use.
Optionally, you can use the mat and handbook to meditate on any other object, as long as the object is nearby. You may get a helpful insight or vision to tell you how to use or acquire that object.
a glowing rock. It's at S.A.M. SW. It lets you see in the dark planetarium.
a ring. It's at the Ring Toss. Show your card to John, then throw the ring to win a prize. Take the mug!
a golf club. It's in the rack at Miniature Golf — unless Parti has taken it earlier!
In the clearing, hit the pinata with the club. Parti will stop you. Show your card to him and he'll leave. Hit the pinata with the club again.
a handbook. Dr Chaos Cohen carries it in the Philosophy classroom. Ask him for it, then say anything to him to get it. You can wear the handbook like a glove. It's a meditation aid. See tatami mat about meditation.
a float robe. It's in the Metaphysics classroom, but it flies out of reach when you try to take it.
To obtain the robe, first drop the mat and sit on it. Second, wear the handbook as a meditation focus. Third, meditate on robe, and the robe will fall to the floor. Finally, remove the handbook and take the robe.
When in the lab, wear the robe to float to the ceiling. Now you can take the wires.
Note that while wearing the robe, you can't walk from place to place. Take the robe off.
a pair of wires. They're in the Lab, but if you try to take them, they spring up to the ceiling, high out of reach.
In the Lab, wear the robe to float to the ceiling. Now you can take the wires. Remove the robe to return to the floor.
At S.A.M. East, attach the wires to the generator.
At S.A.M. NE, attach the wires to the slab. If the generator is running and the wires are attached to both the generator and the slab, you can read a codeword on the slab.
a laser. It's in the case at S.A.M. North.
To open the case, type the codeword on the terminal. See wires about learning the codeword.
In the Planetarium, put the laser in the projector. To turn on the laser, push the black button in the control booth. A blanket will now be in the planetarium.
a pair of glasses. Obtain them outside the corral by winning the kite race; see mat and handbook.
In the pyramid, wear the glasses. Now you can take the Teddy Bear and its yellow key. Remove the glasses so you can leave the pyramid.
a makeup brush. It's in the western dressing room. In the eastern dressing room, take the red key with the brush. This is clued by the painting at the Floating Disc.
a small book. Find it at the north edge of the pond by leading the duck there; the duck finds it for you. At Mid Catwalk in the theatre, read the small book to get the giant cat to take a catnap.
a diploma.
Obtain it in the school's exam room by putting all five keys into their respective slots, then turning them. Parti gives you the diploma.
In the theater's alcove, show your diploma to Ty. Instead of getting a ticket, Ty turns into Parti and accompanies you into the theater.
Keys
When you're turned all five keys in the Exam Room's desk, Parti gives you a diploma.
a yellow key. It's on the back of the Teddy Bear inside the full-size crystal pyramid.
Put the yellow key in the triangular slot of the Exam Room's desk, then turn it.
a violet key. It's in the sealed jar in the hallway of the Planetarium. Put the blanket on the jar, then break the jar. Take the blanket and the violet key.
Put the violet key in the circular slot of the Exam Room's desk, then turn it.
a green key. It's at the bottom of the pond west from The Lab. Lead the duck to the pond and point at the key; the duck will retrieve it for you.
Put the green key in the square slot of the Exam Room's desk, then turn it.
a blue key. Barker at the UnFair Booth is wearing the blue key on a ribbon around his neck. If you're carrying a mug of perfectly warmed milk, Barker gives the blue key to you automatically.
Put the blue key in the diamond slot of the Exam Room's desk, then turn it.
a red key. It's in the eastern dressing room in the back of a clock. You can't take the red key directly because you'll get an electric shock. Take the red key with the makeup brush. This is cued by the painting at Floating Disc.
Put the red key in the rectangular slot of the Exam Room's desk, then turn it.
Sleep aids
You will need to be carrying all five of these items to successfully sleep in the bed at game's end.
a blanket.
It's in the Planetarium after using the laser; see laser.
In the hallway with the jar, put the blanket on the jar. Now you can safely break the jar and take its violet key. Don't forget to take the blanket as well.
a mug.
It's on the shelf at Ring Toss. Show your card to John, then throw the ring. Take the mug as your prize.
At Karni's Korner, show your card to Karni and take his quiz. If you answer the quiz correctly, he'll put a bunch of cubes on the edge of the booth. Immediately, take the frozen cubes and put them into your mug as fast as you can before they can melt away!
While carrying a mug of frozen milk cubes, ride one of the rides at the fair. The cubes will become a quantity of milk. It's tepid.
While carrying a mug of tepid milk, ride a second ride. Examine the milk: it is now perfectly warmed.
CAUTION: Do not ride a third ride with the mug of milk; that will scald the milk!
Note that it's also possible to heat up the milk by using the range in the apartment's kitchen. Turn the range on, wait several turns for the range to fully heat up, then put the mug of milk on the range. Let the mug stay on the range one turn only, to get the milk perfectly warmed, then take the mug from the range and turn the range off.
At UnFair Booth, if you're carrying a mug of perfectly warmed milk, Barker will automatically give you his blue key.
a Teddy Bear. It's inside the pyramid. Your vision is confused there, so you must be wearing the glasses in order to take it.
a souvenir pillow. It's in the western dressing room.
Open the pillow; it contains a love note. Take it and read it.
Fill the pillow with some duck feathers. They're at the petting zoo after you lead the duck there. You can only take the feathers if you have the open pillow to put them in. Close the pillow afterwards.
a clock. It's in the western dressing room. Take the red key with the makeup brush first. Now you can take the clock.
Unuseful items
a bubble wand. It's in the exhibit at S.A.M. NW.
To use the wand, dip it in the soap water, then either blow or wave the wand.
You can't keep the wand. You automatically leave it behind when you leave its exhibit.
The soap bubble exhibit exists to give you another way to wash your jeans if you left the apartment with dirty jeans.
a doll. It's on the shelf at Ring Toss. Ignore it.
a vase. It's on the shelf at Ring Toss. Ignore it.
a set of shakers. It's on the shelf at Ring Toss. Ignore it.
a lamp. It's on the shelf at Ring Toss. Ignore it; it doesn't even work as a light source.
a magazine. Ty has it in the theater's alcove. To get it, just ask Ty for the magazine. Read the bio.
a love note. It's inside the souvenir pillow. Take it and read it.
a wig. Find it in Zen 101 by asking Lorenzo Way about gookie. This is an easter egg you're unlikely to find unless you read the AMUSING after finishing the game. You can wear it.
Honorable mention
Not explicitly listed in your inventory, but regardless, you have:
a pair of hands. This body part is always with you and may be used as a default noun or default second noun with some commands.
After sitting on the desk in the school, put your palms on the screen when instructed to do so.
Score
You have seen [none..five] of the keys that fit in the desk. You have turned [none..five] of these keys.
As far as preparing yourself for shutdown, you have [none..five] of the five necessary elements.