Finding Martin was written in TADS and is copyright YEAR by Gayla Wennstrom [CHECK NAME].
These rough notes, which I hope will eventually become a solution, are by David Welbourn, and is based on version 1.12 of the game.
- You are wearing a flannel shirt, khaki trousers, mismatched socks (brown, short black), and brown shoes.
The trousers have a pocket. Clothing must be worn in appropriate layers; socks cannot go over shoes, for example.
Removing the trousers reveals underwear (boxers). You cannot remove your underwear,
but you will need to strip down to it in order to use the bathtub or the transmogrify option of the phone booth.
- Your body parts include hair, eyes, ears, nose, mouth, dimple/chin, arms/hands, thumbs, legs/feet.
- Special actions include BLOW, CLAP, DANCE, JUMP, HUM, PEE, SAY, SCRATCH, SING, SNAP, WHISTLE, and WIGGLE.
- Say options:
- Song options are often suggested in the game:
- sing "dixie".
- sing "do re mi".
- sing "rubber ducky". Suggested by a Sesame Street episode.
- sing "zip-a-dee-doo-dah".
Sing it in either the dining room or kitchen to slide the china cabinet.
Suggested when you enter the dining room when wearing the filtered goggles.
- Notable whistling:
- whistle "dixie". Opens the laundry room door (from inside; untested in Kitchen; might close it as well).
Suggested when you try to open the laundry room door from the inside.
- Door was locked. It is unlocked with the gold key from the ornaments in the front garden.
- The window is covered by the curtains inside. Once inside, the curtains can be opened by pulling the cord.
- There is a streetlamp, initially off, that contains a spider web. The lamp can be turned on/off by a switch inside.
The PC is initially reluctant to take the web, since that would destroy it.
However, if he does take it, it becomes a lump.
GV Web says "Some Squirrel" or "Some Duckie" or "Some Elephant", etc.,
apparently based on the last animal seen. At some point, this changes to "Web Site Under Development".
- There is a mailbox here. It has a windmill part to it. Turning the blades opens the mailbox. Inside the mailbox
is an envelope and a stack of catalogs.
- The envelope contains a folded bill from the phone company. The bill is past due. There is nothing on the
other side of either the envelope or the bill.
- The stack of catalogs is boring to the PC.
- Searching the grass reveals a red ball. You can throw it, or throw it at things. You will use it to gain the dog's
- There are ornaments in the shape of penguins wearing named t-shirts. When you first see them, they are
in this order: Huey, Dewey, Louie, Stewie, and Chuck. You can look under them. Sometimes you might spy from
hidden movement. On returning to the garden, if Huey is at the end, look under him. That's where we found the key
for the front door.
- GV Penguins disappear. The penguins may be refound on the second floor
by wearing the filtered goggles.
Flagstone Path (2 locations)
- None of the flagstones appear to be loose.
- Thorny bushes block passage both east and west. We haven't found anything in them.
Living Room (front)
- The switch turns on/off the streetlamp outside the front door.
- The large video screen covers the entire east wall, hiding two fish tanks and the beaded curtain.
All the video screens in the house (at least three: Living Room, Bedroom, Kitchen) are controlled by the pocket watch.
Push the stem until Ben Franklin is displayed; turn the stem to raise/lower the screen.
Set the time of the watch to different times, then put the watch in your pocket: this may either start a movie,
or play music; see the writeup on the pocket watch below for more details.
- The sofa cushions may hide the pocket watch (see next section).
- The rug is rollable, and has a do-not-remove tag. GV
The rug is a magic carpet, and the tag tells you that the carpet only works at nighttime.
- Two fish tanks (hidden by the screen): freshwater (with yellow sand), and salt water (with orange sand).
The fish are bored and sluggish until you read the entire boy book to them. Then they are active
and start swimming through holes in the rocks. Reading any other book near them annoys or angers them, returning them
to sluggishness. They don't like the dog book, the bedtime book, or the novel.
- The beaded curtain between the living room and dining room is either immovable when the fish are bored/angry,
or immaterial like a hologram when the fish are happy. They express disappointment if
you walk through the beads while carrying the battery.
- Train track here.
Operating the Watch
The pocketwatch, when closed, shows a locomotive on the front, and an inscription on the back.
If the watch is lost, it can be refound by either searching the sofa cushions or under the bed.
There is a stem that controls the watch:
- PUSH STEM to change which person is displayed, in a fixed rotation.
If the watch is closed, pushing the stem opens it.
- PULL STEM to change which person in the reverse rotation.
- TURN STEM (clockwise by default) to either change the time in a manner dependent on the person
displayed, or control some feature of the house that the person displayed is associated with, or possibly both.
- TURN STEM COUNTERCLOCKWISE is similar to TURN STEM, either doing the same thing or the opposite (if possible)
of what TURN STEM does.
- WAVE or SWING WATCH to see the conductor of the train shown on the front of the
watch. SAY [TIME] to him to set the watch to the desired time.
- PUT WATCH IN POCKET to do whatever action is programmed for the time set on the watch.
Inside, the watch displays one of several famous scientists. They are:
- Galileo Galilei. Always resets the watch to 12:00.
- Benjamin Franklin. Lowers/raises nearby video screen.
There are screens in the Bedroom, Living Room (front half),
and Kitchen. The bedroom screen can be controlled from the hallway.
The living room screen can be controlled from the dining room.
If there's a video screen nearby, his bifocals glow.
- Albert Einstein. Adds 2 to the hour. Counterclockwise: subtract 2 from the hour.
- James Clerk Maxwell. Adds 4 to the minutes. Counterclockwise: subtracts 4 from the minutes.
- Werner Heisenberg. Set minutes to a random value.
- Leonardo Pisano Fibonacci.
Sets the minutes to sum of the previous two minute values. Sums greater than 59 become 0.
Then the values are 1, 1, 2, 3, etc. as in the Fibonacci sequence.
TODO: Counterclockwise: not tested.
- Amadeo Avogadro. Sets time to either 10:23 or 6:02.
- Isaac Newton. Always sets the watch to 3:00.
- Archimedes. In most locations, he can't find his towel. In the laundry room, he has an inspiration.
The watch beeps loudly when entering the laundry room.
- Alexander Graham Bell. Turns the speaker system on and off.
When the speaker system is on, his ears glow. You'll only hear music/songs when the speakers are on.
- 1:00–1:59 : Food (black box)
- 2:00–2:59 : Comedy Films
- 3:00–3:59 : Classic TV
- 4:00–4:59 : Popular Music (songs)
- 5:00–5:59 : Classical Music (instrumental)
- 6:00–6:59 : Musicals
- 7:00–7:59 : Animated Films
- 8:00–8:59 : Assorted Music and Songs
- 9:00–9:59 : The Train
- 10:00–10:59 : Science Documentaries and Infotainment TV
- 11:00–11:59 : Science-fiction and Fantasy Films
- 12:00–12:59 : Action and Drama Films
The watch controls the video screens, the sound system, the model train,
and the black box in the kitchen, all by setting the time and putting the watch in your pocket. A summary:
- The black box in the kitchen is an auto-waiter, and is controlled via the 1:00–1:59 range of the watch.
- The train is controlled via the 9:00–9:59 range of the watch. Some of this hour are just
songs about trains, though.
- The rest of the 12 hour clock is divided into 4-minutes segments. Each segment represents a movie, TV show,
cartoon, song, or music selection. One notable exception: the time 11:11 is a special hint about
swinging the watch.
- Movies can only be seen on a visible screen (see Benjamin Franklin, above).
Often, the movies contain hints about things you should try in the game.
- Songs or music won't be heard unless the speaker system is on (see Alexander Graham Bell, above).
- Many songs can also be sung, whistled, or hummed by you, including songs seen in films and TV shoes.
At rare times, the game will explicitly suggest specific clock times; you should set your watch to that time
and put it in your pocket near a video screen to find out what the game is trying to hint at.
Such hints can come from either the cuckoo clock in the hallway (if the pendulum is swinging),
or from the White Rabbit (if you see him in the aspen grove).
Movie and Music Schedule, part one
||3:00||Bugs Bunny cartoon
||4:00||"Rock Around the Clock"
||5:00||Beethoven's 5th Symphony
||6:00||Singing in the Rain|
||3:04||I Love Lucy
||4:04||"How much is that doggy in the window?"
||6:04||Sound of Music ("Do Re Mi")|
||3:08||Star Trek (Amok Time)
|2:12||Bill & Ted's Excellent Adventure
||4:12||"The Twelve Days of Christmas"
||5:12||Largo al factotum ("Figaro")
||6:12||Royal Wedding (Fred Astaire dances with coat rack)|
||4:16||"Istanbul was Constantinople"
||5:16||"Rhapsody On A Theme Of Paganini"
||6:16||The Mikado ("Three Little Maids")|
||3:20||Carol Burnett Show
||6:20||Chicago (tap dancing)|
|2:24||The President's Analyst
||5:24||Peter and the Wolf
||6:24||Mary Poppins ("Chim chim cheree")|
||3:28||WKRP in Cincinnati
||4:28||"Up Up and Away"
||6:28||West Side Story (dancing in gym)|
|2:32||The Odd Couple
||3:32||Sesame Street ("Rubber Duckie")
||4:32||"The Little Nash Rambler"
||5:32||The Magic Flute
||6:32||Tommy ("See me")|
|2:36||Turner and Hooch
||4:36||"All I Have To Do is Dream"
||5:36||Thus Spake Zarathustra
||6:36||The King and I|
||4:40||"I wish they all could be California girls!"
||6:40||On The Town|
||4:44||"I Think I'm a Clone Now"
||5:44||The Washington Post March
||6:44||Sweet Charity ("Big Spender")|
||3:48||Star Trek (tribbles)
||4:48||"Darn That Dream"
||5:48||Bach's "Goldberg Variations"
|2:52||The Gods Must Be Crazy
||4:52||"Red Rubber Ball"
||6:52||Seven Brides for Seven Brothers|
|2:56||Monty Python and the Holy Grail
||4:56||"Only thing to do -- is jump OVER the moon..."
||5:56||Handel's "Water Music"
Movie and Music Schedule, part two
|7:00||Snow White and the Seven Dwarves
||8:00||"When the Saints Come Marching In"
||10:00||A Brief History of Time
||11:00||The Wizard of Oz
||10:04||invention of magnetron
||11:04||Back To The Future
|7:08||Yellow Submarine ("Sgt Pepper")
|11:11||Seven Per Cent Solution (swing watch)|
|7:12||Aladdin (magic carpet)
||8:12||"Sweet Georgia Brown"
||11:12||Fellowship of the Ring ("mellon")
||12:12||The Great Dictator|
|7:16||The Brave Little Toaster
||8:16||"In the Mood"
||10:16||office efficiency documentary
|7:20||Beauty and the Beast ("Be Our Guest")
||8:20||"Ain't She sweet"
||12:20||Arsenic and Old Lace|
||10:24||chemistry documentary (periodic table)
||11:24||Star Trek IV
||10:28||household safety TV show
||8:32||"The Tijuana Brass"
||10:32||cats documentary (music prefs)
||8:36||"How High The Moon"
||10:36||Martha Stewart Show (setting the table)
||11:36||Beastmaster (two ferrets)
||12:36||Miracle on 34th Street|
|7:40||Alice in Wonderland
||10:40||hippos and alligators documentary
|7:44||The Phantom Toll Booth
||10:44||five senses (smells trigger memories)
||11:44||Time After Time
||12:44||Some Like It Hot|
||8:48||"Stomping at The Savoy"
||10:48||static electricity documentary
||8:52||"Rhapsody in Blue"
||10:52||genetics documentation (bitter broccoli)
||11:52||2001: A Space Odyssey
||12:52||Journey to the Center of the Earth|
|7:56||James and the Giant Peach
||8:56||Lionel Hampton plays the vibraphone
||10:56||history of avant garde theatre (Ionesco's "Rhinoceros")
|1:00||"Food Glorious Food"
||1:20||meatloaf or spinach pie
||1:40||pretzels - salty!
||1:11||chicken soup or alphabet soup
||1:41||pineapple upside-down cake - sweet!
|1:02||bagel or bacon
||1:12||pastrami sandwich or grilled cheese sandwich
||1:22||brisket or fried eggplant
||1:32||beets or peas
||1:13||tuna sandwich or peanut butter sandwich
||1:14||egg salad sandwich
||1:24||salmon or stir fry vegetables
||1:16||hamburger or veggie burger
||1:36||half a grapefruit - sour!
||1:17||hot dog or veggie hot dog
The food offerings from the black box can change, depending on the player's MENU selection at the very beginning of
|9:00||go to platform nearest to me and the watch
||9:10||"Five Hundred Miles"
||9:20||"The Atchison, Topeka, and the Santa Fe"
||9:30||take tray from platform
||9:40||put tray on platform
|9:01||"I've Been Working On The Railroad"
||9:11||go to black box
||9:21||go forward 1
||9:31||"The City of New Orleans"
||9:41||"She's Got A Ticket To Ride"
||9:51||"I Thought About You"|
||9:12||go to sideboard
||9:22||go forward 2
||9:13||go to sofa
||9:23||go forward 3
||9:14||go to bedroom
||9:24||go forward 4
||9:15||go to bathroom
||9:25||go forward 5
||9:16||go to studio
||9:26||go forward 6
||9:17||go to armchair
||9:27||go forward 7
||9:18||go to loveseat
||9:28||go forward 8
||9:19||go to lab
Living Room (back)
- The piano has a music stand. The piano can be opened and closed. If you put sheet music in the stand,
sit on the bench, then you can play the music. The Water music fills/empties the tub in the bathroom.
- The piano bench is padded and hinged. We haven't been able to open it yet. The legs of bench have been
scratched by a cat (probably Martin's father's cat, Paganini).
- A bust of Beethoven is on the piano. Push his nose, ear, forehead, and chin (in that order) to open the
way to the Dance Studio. (The noises made are: Beep!, Honk!, Ree-rrr-ree-rrr!, and Br-rr-rrr-p!,
- There is an armchair that matches the sofa to the sofa. Searching its cushions revealed nothing.
- The east wall is a bookcase-desk combo. The desk has a drawer and a computer.
- The bookcase has at least three books. More stuff is hidden behind the case, but we can't reach it.
To read a book, take it, then open it, then read the page. Turn the page to continue, and read page, etc.
- The first book: A dog book. The word DO is emphasized. Reading it to the dog doesn't help.
Reading it to the fish in the fish tasks annoys them.
- The second book: A fairy tale book. when opened, the sheet music for the Water music falls out.
A ferret named Slinky appears from behind the bookcase, but we manage to grab it from him.
- The third book: An elaborate tale about a boy who couldn't speak. Phrases in fire language are included.
The fish in the fish tanks become active and happy if you read this book to them.
- Slinky will steal any small things dropped in the living room (both locations), although if the dog
is present, he's less likely to do so.
- Under the desk is a passageway that the dog can enter, but you can't. There's a cabinet at the far end.
This passage leads to the Kitchen.
- The desk drawer is unlocked and contains two audio cassette tapes: one with a red label; the other, green.
Playing either of them on the recorder in the Tea House reveals that they are blank tapes.
- To use the computer, first sit on the desk chair.
The computer can be turned on. Turn on the email filter to find an important email from work.
Read the email. The email is from co-worker and friend Phouthavong Bochandilay. The message is
"Circular reasoning is irrational." A password is needed at this point.
- After your second visit to Martin's workplace, you'll get a handwritten note with more
hints, that he wants 8 digits and a decimal place. The line "May I have a large container of coffee" is yet
another hint. The answer is the irrational number pi, which is used with circles. The lengths of letters in
"May I have a large container of coffee" confirm that the password is: 3.1415926.
- Type the password to read the body of the message, which reveals that the Bo gave the plastic filter
for the goggles to Mrs McGillicuddy to hide, and that she wants a battery for her hearing aid.
- Turn off the spam filter, and a package will arrive from Mrs G., containing a can of spam.
- Continue sitting in the desk chair with the spam filter turned off. More packages will arrive,
and each will have a can of spam. You should get seven of these in total. Examine the can, then
open the fake can: the fake can of spam contains the plastic filter.
Put the filter in the goggles.
- When you drop the first can of spam, this hints on the existance of pantry shelves, that the can will eventually
be picked up and put away on the shelf.
- The glass sliding door to the courtyard is initially closed.
- There is a pet door.
- More train track. A platform is at the armchair.
- More train track. A platform is at the loveseat.
- The dog, Agador-Spartacus, is here. He isn't friendly until you throw the red ball here. Then he'll be nice.
His name is on his dog tag: examine it to learn "Spartacus", and try to take or turn the tag to learn "Agador".
(The name is from the movie "The Birdcage"?)
He will wander independently, sometimes going under the desk or reappearing.
He won't enter the Dance Studio, Pantry, Phone Booth, Laundry Room, or Aspen Grove.
He knows some commands: SIT, FETCH, and HEEL; the complete
list is on the report card. Say "fetch" to dog; now show objects to him, and he might find a new thing for you.
- A rusty chain and padlock block metal doors to the east.
- A second-floor balcony is near a dome.
- A patch of dirt is painful to approach. You seem to know that a sycamore tree will be grown here in the future.
- The north wall is a mirror that 'likes things backwards'.
- A hook holds some ballet slippers. They're too small for you to wear.
- A skylight is in the ceiling. There are two indentations in the floor near the west wall.
Put the slippers in the indentations, then push the slippers. This opens the skylight.
The ladder doesn't drop very far, though.
- Your choices of dance: jazz, tap, ballet, modern, and ballroom.
- Dance tap. We can't tap dance without wearing tap shoes. The black tap shoes (from Kitchen) are too
small and break if we try to use them. Wear the white tap shoes (from Central Park) to find
a business card. According to the card, you should take it and your tap shoes to Dolly Levi
on the other side of the wardrobe.
- Dance ballroom. We can't ballroom dance without a partner. Dance ballroom with the coat rack
(from Research Lab).
GV If the skylight is open, ballroom dancing gets you into the Attic.
- Modern dance, jazz, and ballet do nothing special.
- A shelf for the train track is on the south wall.
- If you've learned how to tap dance properly with Dolly Levi:
- A Shuffle-Off-To-Buffalo (flap, shuffle, hop) opens a trapdoor in the studio floor and closes the
doorway to the living room.
- A Backwards Shuffle-Off-To-Buffalo (hop, shuffle, flap) closes the trapdoor.
- A Time Step (shuffle, hop, step, flap, step) --???
- A Backwards Time Step (step, flap, step, hop, shuffle) --???
- The cuckoo clock has a pendulum and hands. It shows 12:00. Push the pendulum to start it moving. The hands
cannot be turned or pushed manually.
- A few times, we've seen the cuckoo come out, and the clock has a different time. It seems unrelated
to the watch time. We haven't been able to figure out what affects the cuckoo clock.
- A yellow feather. Almost certainly broke off from the yellow dart in the ceiling.
- Bed has several things hiding under it. You can find a white sock. You'll need to play fetch with the dog
to find the next few things [say "fetch" to dog. show white sock to dog.] The white sock leads to the blue sock.
The blue sock leads to the long black sock. The long black sock leads to something behind the bookcase in the living room.
- Lying on the bed reveals the three darts in the ceiling, if you didn't look up earlier.
They are yellow, green, and red. The yellow dart is missing its feather.
- Jumping on the bed will get some of the darts, but not all -- the bed will break, trapping whatever is hidden
underneath. Instead, get the long-nosed pliers from Martin's workplace, stand on the bed, and take each dart with the
- The dresser has photographs on top (maybe other stuff)? and three drawers.
- The closet door is trick-locked. There is a dart board on it. The dart board has a photograph of
Martin's unpleasant boss, Mr. Pendergast, in the center. Throw all three darts at the board to open the closet.
Inside, find a windbreaker jacket and a bathrobe.
- The jacket has a hood and pocket; instead the jacket pocket is a WalMart receipt for an tape recorder
and three audio cassette tapes. The receipt is the token needed to get to the store.
Showing the receipt to the dog in "fetch" mode leads to the stone door in the kitchen.
- The bathrobe has the initials KM on it, but the K is backwards. Use this in the bathroom (q.v.)
- There is a tub and a sink, but no taps. Playing the Water music on the piano in the living room fills/empties
the tub and/or sink with water. Initially both are empty.
- The towel rack is empty.
- The mirrored cabinet above the sink seems to know when you're looking at it. Wear the bathrobe from the closet,
and look at this mirror; the reflected letters on the bathrobe are MK, for Martin Kessler, of course,
and the cabinet opens. Inside is a rubbie duckie. The duckie squeaks when you squeeze it.
- The soapy smell makes your nose itch. SCRATCH NOSE to get a clue about taking a bath and memories.
- GV Bathroom gets a jungle look.
When the tub is normally filled, it appears filled with brightly-colored machine parts instead.
When the sink is normally filled, if appears filled with leaves.
A giraffe and an African savannah can be seen through the open cabinet.
If you try to take the rubber duckie when the giraffe can be seen, the giraffe will snap at you,
and the mirror will slam closed.
- The fan snaps open if you bring it here. Wave the fan from both sides to replay two memories.
The first memory is Viktor's (Martin's father). The second is Slinky's and Twinky's (two ferrets).
- When you have the towel and rubbie duckie and a full tub of water, you can finally take a bath,
but there's no game-benefit in doing so.
Map A2: Dining Room
(near china cabinet)
(north side of table)
(south side of table)
Dining Room (six locations)
- The sideboard has an unlocked drawer which contains 4 forks, 4 knives, and 4 spoons.
- The china cabinet is also unlocked, and contains 4 plates, and 4 glasses. Blue birds decorate the cabinet.
- The table has a tablecloth on it already.
- Above the table is a chandelier with 20 unlit bulbs.
- The task is to set the table correctly for on all four sides. For each correctly placed piece
of dinnerware, a bulb of the chandelier with light up. When all 20 bulbs are lit, an opening to the kitchen will open
up beside the china cabinet. For each side, do the following:
put plate on table. put fork left of plate. put knife right of plate. put spoon right of knife.
put glass above knife.
- The train track enters from the northeast corner, runs south to the southeast corner, then west out the southwest
corner. There's a platform above the sideboard.
- GV Birds sing "Zip-A-Dee-Doo-Dah" as you enter.
Sing "Zip-A-Dee-Doo-Dah" to slide the china cabinet from
either the dining room or the kitchen. In the kitchen, you can see that the back of the cabinet has a silver key hanging
from a hook.
- The doors to the Laundry Room and the Pantry are both west, on either side of the sink. They can't be opened
normally; they must be opened by using the sink.
- The sink has two basins (left and right), one stopper, and a faucet that can be pushed/pulled to the left or right.
- To open the laundry room door: put stopper in right basin. push faucet right, turn on faucet. z. z. z.
Turn off faucet. take stopper. z. z. z.
- To open the pantry door: put stopper in left basin. push faucet left, turn on faucet. z. z. z.
Turn off faucet. take stopper. z. z. z.
- When one door opens, the other room will close (if open).
- It's unknown what happens if we go in the laundry room if the pantry door is about to open or vice-versa.
We could be trapped in those rooms.
- A basin does not need to be full first to trigger a door opening. It's when the standing water runs out,
and any amount of "standing" water will do.
- Both west doors can be open simultaneously. Open the laundry room door first, then proceed to open
the pantry door. While the left basin is draining, run into the laundry room, and the door will close,
trapping you in there. Trying to open the door from the other side will tell you that you're not just whistling
dixie. So "whistle dixie" to open it.
- Under the sink is an unlocked cabinet. Inside are pipes, a vent to the living room, and a pair of old men's
black tap shoes on a hook. This is the passage from under the desk in the living room, and which the dog uses.
- The tap shoes become ruined if you try to wear them (your feet are bigger than Martin's). If you show
the tap shoes to the dog, he looks ashamed (he's been chewing on them).
- There are two bowls, two spouts, and two levers. The large lever sends a portion of dry dog food out the square
spout into the red bowl. The small lever puts some water via the round spout into the white bowl. You can push these
levers yourself, and the dog will use them automatically too to feed himself.
You cannot take the bowls or their contents.
- A stone door is east and has an archway with scratchings on the top.
GV The scratchings are Elvish runes saying "Speak, Friend, and Enter",
and there's a drawing of a hobbit eating a canteloupe on the door. Mellon is the Elvish for "friend",
so say "mellon" to door to open it. Once opened, the door cannot be closed.
- There's an outlet by the stone door.
- The north side of the room has yet another video screen. Nothing seems to be hidden behind it.
- The train track begins here and has the model train: a steam engine with 6 cars and a red caboose.
The number "9" is printed on the engine. The track runs south to the dining room.
The train can be moved via the pocket watch (q.v.).
- A Black Box with a lid is under the train platform. It cannot be opened manually. Silver letters spell:
"Everything But the Kitchen Sink". Use the 1:01 to 1:59 times of the pocket watch to select and order foodstuffs
from the black box. The waiter/busboy options deliver your tray of suggestions to the train platform.
If a tray is already on the platform, the black box takes the old tray away. You can summon the food tray
faster via "snap" (snapping your fingers). A single beep from the watch means you didn't select anything.
Two beeps mean 'okay', and the tray is delivered.
The food items with strong tastes are: pretzels (salty), grapefruit (sour), cake (sweet), and the coffee
from the workplace (bitter). Don't confuse the bitter coffee with the normal coffee from the black box.
Food items may be slightly different based on your original MENU select at the very beginning of the game.
- The dog's obedience school report card was stuck on the black box with a hippo magnet.
He knows these commands: SIT, STAY, BEG, LIE DOWN, HEEL, TRACK. "Fetch" is the same as "track".
- You can put small flat items on the black box with the remaining magnets, but so far, there's no reason to.
- The washing machine can be opened and closed. It is empty. There is no obvious way to turn it on.
- The dryer won't open. It seems offended that you're wearing mismatched socks.
- A glass shelf on the south wall has an etching of an empty bathtub.
- Archimedes (on the pocket watch) seems to have an inspiration where his towel is, when you look at the watch
in this room. Also, the watch beeps loudly when you first enter here with it.
[The towel is probably in the stubborn dryer.]
- If trapped in here with the door closed, "whistle dixie" to get out.
- The ceiling has a chute (from WHERE?) and one side of the fuzzy chamber.
- The phone booth seems to fill the pantry completely; we can't see any of the pantry itself.
- The phone booth has its own door which we can open and close.
- The light level here is poor. We can't read some things, like the tiny print on the drawer.
When the ceiling light is turned on, we can see that it's the Kessler-Takamine Device; the rest of the
text is in Japanese.
- The phone has a receiver and all the normal buttons, including '*' and '#'.
- There is a hole at the top for inserting something. Your finger won't go in all the way.
The hole smells of coconut. Objects (like the battery and the $50 bill) will come out of it (on a rod),
and you can pour the hair conditioner into it.
- An unusual device has been attached to the phone. It has a little drawer and lever.
The lever opens and closes the drawer. The drawer is initially empty.
- We probably want to bring the phone books here, or in the kitchen.
- There is a dial tone when the receiver is taken. From the info in the small phone book,
- MAIN MENU:
- 1 - enlightened. Press "1" to turn the ceiling light on. Press it too many times, and the bulb breaks.
- 2 - empowered. Press "2" to get a battery (one-time). Give the battery to Mrs. McGillicuddy
at Martin's workplace.
- 3 - cleansed. Press "3" to get a shower. Initially, there's no hair conditioner, so your hair will
stand on end and have static electricity. The static will fade after an unknown amount of turns.
After hair conditioner has been poured in the hole, the shower won't give you static hair again.
Unknown: why we want or don't want washed or static-filled hair; what difference does it make?
- 4 - uplifted. Press "4" in the pantry to get to the 2nd floor. Press "4" on the 2nd floor requires
some sort of organic fuel, which probably needs to be put in the drawer. The tea house tapes suggest
that this might be a journey to another planet, light years away.
- 5 - enriched. Press "5" to get a $50 bill. Unknown if more money becomes available if we spend
all of it; there are several things possible to buy in the game, and their total cost is more than $50.
- 6 - inspired. Press "6" to hear an inspiring story (one-time).
- 7 - moved. Press "7" to go to the travel menu (see below).
- 8 - informed. Press "8" to hear an informing story (one-time).
- 9 - transmogrified (in Pantry only). Strip down to your underwear, wear the filtered goggles, and drop
everything else in the Kitchen. Press "9" to go on a bizarre journey through the dimensions. On your return,
you won't be able to open the phone booth door, take the receiver, or push a button. A voice will tell you to say
"YES" if you're having difficulties, or "No" if you're okay, but the phone doesn't seem to hear you say either.
Then it sends you on the journey again, returning you to normal, but accomplishing nothing.
- 9 - returned (non-Pantry locations). Push "9" to return the phone booth to the Pantry.
- TRAVEL MENU. Traveling to another location requires that you have a special object associated with the destination;
we'll call this the "travel token".
- 1 - Zoo. Token: Penguins (from 2nd floor door, while wearing the filtered goggles).
- 2 - Beach. Token: Towel (from dryer).
- 3 - Work. Token: Badge (from bedroom dresser, top drawer).
- 4 - Store. Token: Receipt (from jacket pocket, in bedroom closet).
- 5 - Vet's Office. Token: Slinky the ferret.
- 6 - Mom. Token: Ballet slippers (from Dance Studio).
- Other buttons should return you to the main menu.
- UNTESTED: The star, pound, or zero buttons in any menu.
- Try not to hang up; you'll have to take the receiver and redial the special access code again if you do.
- The pantry shelves have a can of spam on them, and we can put other cans on them,
but we can't search the shelves properly yet.
Attic (and Wardrobe)
- The attic contains several objects, a black trunk, and elephant statue, and a wardrobe to the east.
- The black trunk is locked with three latches: green, white, and red.
The words on them are: "MOSES", "SUPPOSES", and "NOSES" respectively.
They smell faintly of pine, coconut, and roses respectively.
- The elephant's white trunk is flexible. Give an item to him, and he'll smell it.
If it smells like one of the latches, he'll throw it on the trunk, and the appropriate latch opens.
Otherwise, the item is dropped on the floor.
- Use a lit green candle (from the store), the bottle of hair conditioner, and a plucked rose from
the secret garden to unlock the black trunk. Take everything off the trunk and open it.
Inside the trunk is a top hat, a closed Japanese fan, and a small copper key.
- To light the green candle (when unlit, it's scent isn't strong enough), use the bunsen burner
in the research lab at work. You'll need the lab coat and one of the tools to get a chance at
lighting the candle, otherwise Ben will turn off the burner before you can light the candle.
- The fan can be opened and has two sides. The first side shows a daytime scene; the other side shows
a nighttime one.
- Without filtered goggles, the wardrobe doesn't do anything interesting.
GV With filtered goggles on, the wardrobe takes you to
the Aspen Grove. If you enter the wardrobe wearing both the filtered goggles and the white tap shoes,
and carry the business card, you get a cutscene with Dolly Levi, who teaches you how to tap dance.
- The basic steps are: STEP, FLAP, HOP, and SHUFFLE.
- Shuffle-Off-To-Buffalo is: FLAP, SHUFFLE, HOP.
- Time step is: SHUFFLE, HOP, STEP, FLAP, STEP.
- Dances can be danced both forwards and backwards.
- At the end of your lesson, she'll give you her red feather boa and take back her card.
But the boa disappears when you return to the Attic.
- Advanced tap dancing has to be done in front of a mirror, such as in the Dance Studio.
- To get in here, the first step is to bring light into the room so you can see what's inside from the window
at the flat rock. Have the train take a tray containing a lit candle, and go counterclockwise into the lab via
the kitchen. You don't want the candle out in the courtyard where the wind could blow it out.
- The view of the room from the window reveals that the dome lever is near the train platform.
Have the train set its tray with the candle down on the platform. Then have it return to the kitchen to pick up a second
tray. Have the train take the second tray into the lab, and also set it down. The second tray will push the first tray
off the platform, hitting the lever, and opening the dome. Lucky for us, the candle does not tip over, go out,
or start a fire in there.
- Enter the lab by climbing the trellis to the dome ledge, and jumping down from the ledge's south side.
Unlock the window and open it; now you can enter and leave via the window.
- The laboratory has a bizarre machine, basically a sensory laser beam cannon powered by a microwave oven.
Just put some food in the oven, close it, and push the start button. Since the machine is pointed west,
the high-energy beam will blast the door open, and do something weird to the west wall of West Courtyard.
You cannot enter the beam from this side, but the other side is the east side of the Secret Garden,
and you can enter the beam from there.
- When the lab door is blasted open, the rusty chain and padlock can be picked up from the east courtyard.
- In the taste-based adventures, you cannot easily do anything but look, listen, and walk around.
You cannot open doors, pick up found objects. NPCs can't see or hear you. You will want to wear the headphones with
the two babelfish so you they can translate lip movements, Japanese, and Native American into English for you.
You want to wear the macrame belt to capture the five spirits (as suggested by Martin's great-grandmother in the
bitter coffee adventure). Objects dropped become locked to the new time period they're taken to; those objects you can pick
up, but you cannot take them back to the present day.
Bitter Coffee Adventure (pre-house past)
Bitter Adventure. Use the coffee from the workplace to power the microwave cannon.
Arrive at "Next to the Rock Pile"; the house hasn't been built yet. The patch of dirt isn't painful
to look at. A fox is in the den under the flat rock. Raspberries are on the bush.
At the ravine, a maybe-squirrel takes the sycamore seeds that fall here.
On the Mesa (by the downward slope), a 8 years-old Raina is being told how to make a journey belt
for a shaman-to-come. You need the headphones to understand the non-English part.
The belt is the macrame strap seen in the secret garden. You (as shaman) must
wear the belt and collect 5 spirits for it. When Raina dances, a wind comes. If you wear the belt,
one cord turns yellow.
Sweet Cake Adventure (past; 25 years ago)
Sweet Adventure. Use cake to power the microwave cannon.
Take the purple flower in with you and drop it at West Courtyard when Rachel starts looking for it.
Possibly something to do with the other kids, or the cassettes, too.
Sour Grapefruit Adventure (past, more recent)
Sour Adventure. Use grapefruit to power the microwave cannon.
Wear the headphones with the two fish. Look through the glass door (the fish will read Raina's and Rachel's lips.)
Martin is up at the Mesa, still upset about the death of Paganini. Rachel thinks that an animal lover
like Martin needs a new pet or friend. The door to the lab is locked with the chain and padlock,
but they aren't rusty yet.
Drop the copper key. Take it. Unlock the padlock with the copper key. However, this alone isn't enough to remove
either the padlock or the chain.
Salty Pretzel Adventure (future)
Salty Adventure. Use pretzels to power the microwave cannon.
There's snow on the ground and a snowman in East Courtyard. Through the sliding glass door, you can see
an older Rachel, someone else behind her, and some maybe-people: Martin and a pregnant Julie.
If you put the top hat on the snowman, it... [something happens; hat flies away to the flat rock, maybe?]
Map A3: Secret Garden
GV "Stone Path" becomes "Yellow Brick Road".
Map A4: Upstairs
- If you can get to the 2nd floor without using the phone booth, the room where the booth would normally
be is closed off with a panel labelled "STAIRWAY". There is no obvious way to open the panel.
GV (The penguins do not appear if you knock on their door.)
- The door to the east is locked. GV You'll hear activity
on the other side. Knock on the door, and the penguins (last seen as ornaments in the front garden) will come out,
something shiny will be seen briefly, and they lock the door after them. They go to the phone booth, hoping for
you to take them somewhere. You can take them to the Zoo. If you take the goggles off, the penguins vanish.
If you try to take the phone booth elsewhere, the penguins will leave the booth first.
- A glass shelf on the north wall has a chessboard etched in it. If you put the white pawn on it,
the fuzzy chamber will rotate so it can be entered to the west.
- The pillar is one of the "arms" that turns the fuzzy chamber.
- The inside of the Fuzzy Chamber resembles a fuzzy die, with the entrance hole as the "1" pip,
and black spots on the walls, floor, and ceiling as appropriate for the other pips.
There is nothing inside the fuzzy chamber other than its unusual appearance.
The exit may sometimes be blocked by an iris; think of the irises as an elevator's outer door.
- The outside of the Fuzzy Chamber is fuzzy as well, except the centers of the sides have sockets
that can be gripped by outside mechanisms, or "arms", that turn the chamber. There are possibly three such "arms":
one is in the Short Hall to the east of the chamber; I'm guessing a second is in the room above the chamber,
and a third in the stairway to the south.
- The eastern arm turns whichever socket is next to it. When the eastern socket is turned clockwise,
the chamber rolls 'north'; that is, it [TODO]
- You're not allowed to bring a lit candle into the fuzzy chamber; it's too dangerous a fire hazard.
- The sequence of events during a chamber move:
- The PC starts the sequence (tile insertion/withdrawal or shelf item placement/removal).
- If the signal is a tile one, and the sack is outside the chamber, the cord buzzes,
and the sequence is aborted.
- If the signal is a tile one, and the sack is inside the Chamber, the dice will make a characteristic
action appropriate to one of the five senses. Eye tile will flash a blue light, for example.
- Exactly what each command to the chamber does hasn't been charted yet. It is unknown why
the upper and south exits are blocked.
|Dir.||Room||Shelf hint||Shelf token||Almost token|
|N||Balcony||palm tree||coconut [GUESS]||bottle of hair conditioner|
|W||Rachel's Bedroom||fireplace||sketchbook open to 1st page||-|
|E||Short Hall||checkerboard||white pawn||-|
|S||Upper Pantry ???||???||???||-|
|D||Laundry Room||empty bathtub||glass of water||rubber duckie, towel|
- Birdcage. Empty. Opens and closes. Has a plaque with the name "Dmitri". Can't be taken.
NOTE: Dmitri Mendeleev invented the Periodic Table of Elements.
- Mural. Very complicated with lots of imagery. You are meant to use the mural to associate
planets with metals and colors; then look up atomic weights elsewhere. In short:
- Dresser and Vase. Both empty. The top of the dresser has seven circles in a tight pattern, each circle a different color:
clockwise, they're gold, silver, red, yellow, blue, and green, with black in the center.
An empty vase is magnetically held on the black circle.
To get more explicit info on alchemy, put flowers from the secret garden in the vase.
When you put flowers into the vase (or take them out), the vase will move to another circle.
Which circle depends on how many flowers are in the vase; zero flowers → black circle; 1 flower → gold circle;
2 flowers → silver circle; and so on.
Now, wear the filtered goggles and wiggle your ears to summon the 10-inch violinist. He will look at the vase
and say (or do) something based on which circle the vase is on AND which flower was added LAST to the vase.
From all this, you can then construct the following table of correspondences:
|tulip:||golden egg||crescent moon||hammer
Has a 3×3 grid of numbers on top, and a secret compartment.
The "11" is initially lit. Touching any unlit number turns lights that number, and turns the previously
lit number off. The numbers are atomic weights.
Push the numbers in the color order suggested by the dresser's circles;
that is, 79 47 26 80 50 29 82 to open the compartment.
Inside is a whistle. The whistle is too-high pitched for you to hear, and makes
you think of Zen monasteries, serenity, flowers, Buddha-nature, and "mu".
- Glass shelf and Sketchbook. There is an open sketchbook on the glass shelf.
The shelf has an etching of a fireplace.
There are three pages of sketches:
- 1st sketch is about fire; Martin's father at a campfire at night.
- 2nd sketch is about Martin's mother dancing; the perpective is backwards.
- 3rd sketch shows Martin on an oriental rug with a tiger-striped kitten.
The fire sketch is the token needed for this glass shelf; the sketchbook must be open to that sketch
to make the iris open on this side. Taking the sketchbook off the shelf closes the iris and rotates the fuzzy chamber.
The sketchbook can't be ripped.
- Jump east to get to the Dome Ledge.
- Glass shelf has an etching of a palm tree. One side of the fuzzy chamber is here.
The token is probably a coconut.
Dome Ledge (4 locations)
- Not much to do while the dome is closed. You can climb down the trellis on the east side,
jump west to the balcony from the south side, or jump down from any side but south.
- When the dome is open, you can jump down from the south side into the laboratory.
Map B1: Zoo
- There's a vendor selling 5 balloons for $9.95 (total). Buy the balloons for the penguins;
the nickel in your change appears to be an Indian head nickel. The penguins run off to the northeast,
dropping a black penguin feather. When you pick it up, the vendor disappears.
- GENERAL NOTES ABOUT THE ZOO:
- Taking off the goggles at any time returns you to the phone booth in the pantry.
- Each exhibit has a fence and a sign. You cannot talk to any of the animals. You cannot feed them.
You cannot enter any of the exhibits. You cannot put most things into the exhibits (the rubber duckie is an exception).
- Soon after the balloons are bought, Stewie is holding all 5 balloons in midair over one of the exhibits.
He will drift over the exhibits, unwilling to release any of the balloons while dangerous animals are below him.
The other four penguins will be upset and follow him on the ground.
- When the penguins return from the zoo, the phone booth will drop them off on the 2nd floor.
- NORTHWEST: Elephants named Bellinger and Daisy. At some point, Daisy will become a rhino.
- NORTH: Ostrich named Chaillot. Has her head in the sand. Later is a rhino.
- NORTHEAST: Tiger named Godot. Later is a striped rhino.
- EAST: Rhino named Ionesco. He likes to wiggle his ears.
- SOUTHWEST: Giant spider named Kafka. Later becomes a giant cockroach.
- SOUTH: Mother and daughter hippos named Olga and Katrinka. Their exhibit, which contains water,
shares a gate and lever with the southeast exhibit. Opening the gate is not enough for the animals
in either exhibit to move. Katrina likes the rubber duckie.
- SOUTHEAST: Crocodile named Captain Hook. Gate, lever, and water, connected to south exhibit.
Drop the rubber duckie in this exhibit; Katrinka will come in after it, Olga will follow
to protect Katrinka from Hook. This leaves the South Exhibit empty.
- It is unclear what triggers the animals to change species. It starts with Godot and proceeds
counterclockwise with Chaillot, Daisy, then Kafka.
- When Stewey is above the empty south exhibit, throw a dart at the balloons.
Stewey will come down safely. The balloons are gone. The dart is gone.
You lose the penguin feather in the confusion.
Stewey gives you his cloth sack containing a white chess pawn and 5 tiles (see Fuzzy Chamber for more details
of the sack and tiles; the pawn is used at Central Park and Short Hall).
The zookeeper returns the rubber duckie to you. The hippos and crocodile are separated.
Map B2: Beach
|←fly (as Superman)→
Map B3: Work
of the Long
|n↑↓s. enter cart.
Employee Parking Area
- You will automatically put the badge on when going north from here.
North End of the Long Hallway
- Recommended that you take the badge off before entering; don't want the badge taken from you.
- The door squeaks. This will trigger Mr. Pendergast entering the reception area very shortly.
- When leaving, you'll have to enter the cart to return to the parking lot.
Department Reception Area
- On your first visit, you'll briefly meet Mrs McGillicuddy, the receptionist, at her desk.
She a has a pet fish (similar to Martin's) in a bowl. She's friendly, but hard of hearing. Her
hearing aid needs a new battery. Her fish isn't doing too well. She'll invite you to help yourself
to coffee in the coffee area, and to use the mug left there for visitors.
- After two turns with her, Mr Pendergast will emerge from his office to the east, say some harsh
words, and fire Mrs G. She'll pick up all her things, open the door to the coffee area, dump all the
good coffee out, and leave the coffee area door open as she leaves. Mr P will then force you into
a cart. If you're wearing the security badge, you run the risk of Mr P taking it and firing Martin in
- Give the battery to Mrs G right away. She'll give you a flathead screwdriver to repair her hearing
aid, but you need a Phillips screwdriver instead. She'll tell you to keep the flathead for now and to find her
later at the vet's.
- On 2nd and subsequent visits, head directly to the coffee area and close the door until you
hear silence from the reception area, as Mr P prowls for intruders.
- Close the door immediately on entry. Don't open the door until there's silence in reception.
- Read the memo. Take the mug. Fill it. Taste the coffee: it's bitter.
- Take the lab coat. Take the goggles. Take the coat rack.
- While wearing the lab coat and holding the screwdriver (or one of the other lab tools), turn on (or off)
the Bunsen burner. This will trigger all the workers to exchange tools, including you. Use this method to
get the long-nosed pliers. When you're done with the pliers, bring them back here and use the same trick
to get the Phillips screwdriver.
- The men themselves aren't important. You don't need the other tools at all (wire stripper, allen wrench,
- The goggles will need a special plastic filter inserted; see Living Room (back).
- The coat rack is used as a ballroom partner; see Dance Studio.
Map B4: Store
WalMart Parking Lot
- There are two cars nearby. Under the Rambler is a mother cat nursing baby kittens. She
won't let you touch her or them.
- Try to enter WalMart to the south, and pick up the bottle of hair conditoner that a customer drops.
- After you get in the laboratory, the description of the cat changes; a tiger-striped kitten wanders away
from its mother and nuzzles your foot. If you pick up the kitten, it's yours; a crowd of people instantly
take away all the others. You are unwilling to drop the kitten anywhere except the back of the living room
or in its proper time period.
- The cobblestone floor has a pebble; take it.
- The stone table has a book. Turn the pages to read the floor directory.
Close the book to reveal a indentation in the table. Put the pebble in the indentation
to open the way to the Second Level.
- A statue of the warrior king sits here, holding a sword.
- Two foo dog statues guard the exit. Put money in the east dog's mouth; when you leave, you'll get
the change for your purchases from the west dog's mouth automatically. UNKNOWN: can you trick them
or leave without paying?
- Open the cabinet to find a bowl of porridge and a spoon. Eat the porridge and wash the bowl
in the basin; this reveals a hole in the ceiling above the turtle statue. Stand on the turtle
to get to the Third Level.
- Things for sale:
- can of fish food ($5). Can't feed Martin's fish with it.
- Douglas Adams novel ($5).
- hedge trimmers with cord ($30). You can plug this into the kitchen outlet and trim the bushes outside
the stone door, but that doesn't help you.
- Three candles for sale, $5 each, green (pine), ivory (vanilla), and red (cinammon).
- Statue of warrior king has a bow and empty quiver.
- Box of ash from Phoenix. Search it to find an arrow. Put the arrow in the quiver;
this will create a way up to the Fourth Level.
- A painting suggests a lot of unusual actions (blow, whistly, bark, mu, clap, etc.)
- Clap to open the door to the elevator. (There could be another way up as well.)
- Clap at any level of the store to open and reveal the elevator door.
- The buttons, from top to bottom, select 5th thru 1st floors. The buttons are brown rectangle,
silver circle, red triangle, wavy blue lines, and yellow square.
- Three barrels. The cabbage barrels sells cabbage for $5 each. The broccoli barrel is locked;
there's a small hole at the bottom. The third barrel is empty and unmarked. Enter the unmarked barrel
to get to the Japanese Garden Entrance.
Japanese Garden Entrance
- Northeast to the Stone Step; South to return to the First Level of the store.
- Remove your shoes to enter the tea house.
- A table, tape recorder, and a box of cassettes. "Play recorder" to learn about the projects
that Martin's father, Viktor Kessler, and his colleage, Jorucho Takamine worked on. They were trying to
contact alien planets by sending brain waves. The tapes are 25 years old. The transmission was 25.7 light-years
away. The reply came nearly instanteously, even before the transmission could possibly have reached its
destination. V&J learned from the aliens how to make a new device that would enhance FTL travel; you'll
need unusually strong tastes (sweet, sour, salty, or bitter).
- V&J both found broccoli to be bitter, but disagreed on how much to use.
- V's cat, Paganini, peed on the fabric samples and ate most of the broccoli that they wanted to use
in their experiments.
Map B5: Vet's Office
Map B6: Mom
- Go west to learn from the doorman that Raina Kessler isn't home, but you might be able to
find her in Central Park, where she is working on a show about Ginger Rogers.
- You cannot cross the busy street to the east, but a horse and carriage will notice
your attempt and offer a $10 round-trip access to the park. (There may also be a token somewhere
that you can use instead of cash.)
- On your return (conditions may have to be successful), the carriage will leave, and you won't be
able to revisit the park.
- A bird will steal a white pawn from the men playing chess. Other people are onlookers.
You can climb the tree, but you won't find the bird.
- Give the white pawn from Stewey's cloth sack to the men. In a long cutscene,
you'll end up getting white tap shoes in your size and learn that Raina picked up Rachel
and the airport and that there's a family emergency. She turned off her cell.
Then the bird will drop the original white pawn on your head; take it.
- Whistle to summon the carriage for your return trip.
- A guard won't let you go east. Singers and dancers are practising.
- Front yard area. Spider web unused. Can't pass the thorns.
- Bedroom. More under the bed?
- Living Room. Fly the magic carpet. Pocket watch. The screens and speaker system.
Slinky and the back of the bookcase. (need staticky glass rod?)
- Hallway. Cuckoo clock.
- Dance Studio. The depressions. The mirror. Open the skylight. Find the wardrobe re business card.
- Courtyard. The dirt patch. Get in the dome.
- Kitchen. What is the hippo magnet for? The silver key?
- Laundry room. Turn on the washer. Open the dryer. Use the chute.
- Glass shelves. Find the coconut and the other tokens.
- Second floor. Open the door.
- Phone booth. Transmogrify. Can't search Pantry shelves yet. Get to Upper Pantry.
- Rachel's Bedroom. How can we take the sketchbook out of the room? Dog whistle? Vase?
- Ravine/Mesa/etc. Get across the ravine. Get a sycamore pod. What hides in yellow grass?
Rescue the tape recorder. Flat rock & den. Raspberry bush.
- Zoo. Penguin feather. Nickel.
- Store. Cat. Candles. Fish food. Novel. Trimmer.
- Mom. Token for carriage.
- badge = nothing
- ball, red = nothing
- bathrobe = nothing
- bill, $5 = ???
- bill, $20 = ???
- bill, $50 = ???
- bottle of hair conditioner = ???
- book, boy = ???
- book, dog = ???
- book, childrens = ???
- book, small phone = ???
- book, large phone = ???
- box, small (from Mrs G) = ???
- can, spam (fake) = ???
- can, spam (real) = ???
- candle, green = ???
- candle, ivory = ???
- candle, red = ???
- dart, green = ???
- dart, red = ???
- dart, yellow = one of the other darts [FIND OUT WHICH]
- duckie = nothing
- envelope = ???
- feather, penguin = ???
- feather, yellow = yellow dart
- filter, plastic = ???
- fish food = ???
- fork (Dining Room) = ???
- glass (Dining Room) = ???
- goggles = ???
- jacket = nothing
- key, gold = ???
- key, silver = nothing
- knife (Dining Room) = ???
- magnet, hippo = nothing
- nickel = nothing
- pawn, white = ???
- plate (Dining Room) = ???
- receipt = leads to stone door in Kitchen [INCOMPLETE FETCH]
- rug/carpet = ???
- sack, cloth = nothing
- sheet music = piano bench [INCOMPLETE FETCH]
- shirt, flannel = ???
- shoes, black tap = nothing; dog is ashamed/embarassed
- shoes, brown = ???
- shoes, white tap = nothing
- slippers, ballet = ???
- sock, black long = ???
- sock, black short = ???
- sock, blue short = leads to long black sock [DOUBLECHECK]
- sock, brown short = ???
- sock, white short = leads to blue sock (initially under bed)
- spoon (Dining Room) = ???
- stack of catalogs = ???
- stopper, sink = nothing
- trousers, khaki = ???
- watch, pocket = ???
- whistle = ???