In this whimsical puzzlefest where science is magic, you play as a librarian leaving the funfair. There, a gypsy girl tells you a crackpot story about you both being Jah-cuez-ah, or the Infinite Minds, aliens who can do anything. But after an unconvincing demonstration of her power, she leaves and locks you inside her caravan! Bother. This is going to be an adventure, isn't it?
This solution is by David Welbourn, and is based on Release Version 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.
Map 1: Earth, the Beginning of Space, and the End of Time
NOTES
All directions from the funfair go to its entrance/exit.
To reach the Beginning of Space, put the large video in the VCR, rewind it to the beginning, then push play.
To reach the End of Time, put the large video in the VCR, fast-forward it to the end, then push play.
If you are improperly dressed in the Beginning of Space (see wearing of time), you will soon be ejected back to one of the three caravan rooms.
When flying through outer space, if you show the grainy photograph to BetteDavisEye, you'll learn the name "CleftValet" and be returned to one of the three caravan rooms.
When creating the library and the mind of Erwin Schrödinger, you decide in which directions they are from the End of Time. They don't have to be south and west as shown on this map.
Map 2: Afterlife Realms
NOTES:
To visit these afterlife realms, you must MEDITATE ON BALL, using the crystal ball inside the caravan. You always arrive in the Land of Wind and Ghosts.
Normally, you can't take the cards back to the caravan either, unless there's only one card left: The Key. If you have just that one card, you can return to the caravan with it, and it becomes an actual key on arrival.
BUG: The northwest exit from The Limits of Time and Space doesn't work at all. I've marked it in red on this map.
Map 3: Medvidev, the Planet of the Infinite Minds
NOTES:
Oddly, this house doesn't seem to have any exits to the rest of the planet? An after-game hint calls this house the Palace of Minds, and says that it'll get a front door in the sequel.
Map 4: Your home
NOTES:
This is an optional extra part of the game. To reach this place and time, you can WAKE, SLEEP, XYZZY, or MEDITATE ON NOTHING from any location in the normal game to get here.
During this part of your life, you suffered from narcolepsy, so after several turns of activity, you'll involuntarily fall asleep and return back to wherever you were in the main game. SLEEP returns you to the main game immediately.
Solving some puzzles will also make you fall asleep and return to the main game.
Walkthrough
At the Funfair
> x me. i.(You're carrying nothing.)
> x sun. x children. x midgets.
> n.(or any other direction)
The Way you Came In
A gypsy girl whistles at you.
> x gypsy. x caravan.
> e.
Inside the Caravan
The gypsy asks if you know Jah-cuez-ah. After some confusion, you orders you to sit down.
> sit on chair.
She tells you the Jah-cuez-ah are the infinite minds who can do anything they imagine. She roars, "Create key!" and a key appears on the mantlepiece.
> x key.
She then claims to be a Djinn-nou-man, a Jah-cuez-ah who walk among men, and claims you are one too! She says you're from Medvidev, the Planet of the Infinite Minds!
> x envelope.(It's addressed to Mr. Erwin Schrödinger.)
She then asks about your parents, and you tell you you were orphaned. She hands you a photograph of a man you recognise as your childhood psychologist.
> x photograph.("CV")
She explains that you only need will and focus to create a key like she did, and focus is what you lack. It is easiest to create big things that you know well.
> z. z.
A Turkish man calls her away, and she locks you inside the caravan for your own safety.
> stand. take all from mantlepiece.(Of course, she took the key.)
> open envelope. read letter.(The authors of the letter want Erwin to reveal the whereabouts of a quantum physicist and a time psychoanalyst.)
> create key.(Can't visualise that well enough.)
> create library.(Not enough space.)
> x table. x crystal ball.
> n.
Clown room
> x bed. x things. open curtains. open window.(can't)
> smell bed.(nasty)
> look.(Oh. There's a journal on the window ledge.)
> x journal. read it.
The journal tells you some facts to remember:
The gypsy girl met MacFlecknoe.
Use OUT to leave a video world.
CV used crystal balls.
A historian called BetteDavisEye used cards.
> s. e.
Box room
> x TV. x VCR. x counter.
> x panel.(stop, play, rewind, fast-forward, and eject buttons)
> x large video.(It's at the exact half-way point.)
> take regular. put it in VCR. push play.
> z. z.(To summon Leprechaun MacFlecknoe, play the notes C, G, and a long F in sequence.)
> z. z.(MacFlecknoe orders you to look at his charms.)
> x charms.(+1)
> z. x horn.(The tape rewinds and stops.)
> push eject.
> take large video. put it in VCR.
> x display.("0.00")
> push play.(You enter the TV and arrive here?)
> push play.(The picture quality is poorer.)
> push play. look.(You see a wearing of time.)
> x wearing. take wearing.(Wrong verb.)
> wear wearing.(+4)
> push rewind. x display.("-9.99")
> push play.
The Beginning of Space
You see the Big Bang and hear hands clapping.
> z.
Because you are wearing the wearing of time, the people accept you as someone who belongs there. You are drawn close to their leader.
(If you weren't wearing the wearing, they'd send you back to one of the three caravan rooms.)
Flying through Outer Space
> x leader.
The leader doesn't recognize you, and calls himself BetteDavisEye. But he says he can name every face.
> ask man about cards.
Four points to remember about the cards:
You can't split them up. They have to be treated as a group.
A card vanishes if it sees what it truly is.
No more than one card can return to normality.
The cards, when carried, decide what else you're allowed to carry.
> show photograph to him.(+4. CV is CleftValet.)
And you are now on the clown room's bed.
Clown room
> stand. s. e.
Box room
> push fast. g. x display.("9.99")
> push play.
The End of Time
> x point. take point.(can't)
We didn't have enough space in the caravan to create a library, but what about here?
> create library.(which way?)
> south.(+4)
> s.
The Library
> x bookshelves.(To find a specific book, you must ask for it.)
> x Bill. x counter. x table. x chair.
> x book.(On quantum mechanics by Erwin Schrödinger.)
> take book. read it.
You feel you have a perfect mental image of Erwin's mind.
> ask Bill about Erwin.
Since this isn't a lending library, you can't take any library books out with you.
> put book on table. out.
The End of Time
You can't create Erwin himself, just his mind.
> create mind. west.(+4)
> w.
The Mind of Erwin Schrödinger
> x Einstein. ask him about science.
> ask him about Erwin.
> ask him about point.
Hm. That's not too helpful.
> out. s.
The Library
BetteDavisEye said that CleftValet wrote a book, didn't he?
> ask Bill about CleftValet.(+4. You get the large book.)
> read large book.(A loose sheet falls out.)
> x sheet. take it. read it.(mentions "big crunch")
> put large book on table.
> out.
The End of Time
Remember how Erwin's book said that if you hava a photo of someone and a sample of their writing, you can create a perfect image of that someone's mind in your mind? And you now have both a photo of CleftValet and a sample of his writing.
> create mind of CleftValet.(too complicated to envision!)
Well, drat. Unless... now this is really weird, but... could you get Erwin to envision CleftValet's mind? The gypsy girl plans to send the envelope with that letter to Erwin. What if you put the photo and clipping into the envelope, then put the envelope back on the mantlepiece? The photo and clipping should get to Erwin before the end of time, right?
> out. w.
Inside the Caravan
> put photo in envelope.(+5)
> put clipping in envelope.(+5)
> close envelope. put envelope on mantle.
> e.
Box room
> push play.
The End of Time
> w.
The Mind of Erwin Schrödinger
Dr. CleftValet is now here.
> x Dr.
> ask Dr about point. g. g. g. g. g.
> ask Dr about tome. ask Dr about BetteDavisEye.
> ask Dr about crystal balls.(+4. "meditate on the ball")
> out.
The End of Time
Using CleftValet's hints:
> drop all. drop nothing.(+6. You have the point.)
> wear wearing.
It's like the old joke: "you can't have everything, where would you put it?" Except now you do have everything, and it's not at all clear yet what to do with it.
Worry about it later. Go use that crystal ball in the caravan:
> out. w.
Inside the Caravan
> meditate on ball.(You are now at...)
The Land of Wind and Ghosts
This is one of nine afterlife realms, arranged in a 3-by-3 grid, tiled endlessly together via dimensional holes that come in four varieties: circular, triangular, square, and tiny. The shape of a dimensional hole restricts traveling with some objects; for example, the pyramid here can only go through triangular holes.
I suggest leaving the pyramid here for now. Head north, and take a walking tour of the realms, going clockwise around this realm. Make some notes about the hole shapes (or see map 2) so you understand how the realms are connected.
+1. Remember what BetteDavisEye said about the cards? They vanish when confronted with their true selves. And now the Cube card has vanished because it saw the cube here.
Also, note there's no square dimensional holes here. That could be a problem if you want to move the cube somewhere else.
> x cube. x water. x creatures.
> s.
The Realm of Things-in-Themselves
> x things. w.
The Summit of Mount Olympus
> x clouds. x Mason. ask Mason about Mason.("Listen!")
> listen to Mason. g. g. g. g. g.
He's ranting about three different topics: Heaven, the subconscious, and, uh, antirealism?
> w.
The Depths of the Subconscious
> x mind. n.
The Limits of Time and Space
So, this is like the End of Time, but with time going backwards?
> drop point.(+4, taking the nothing. Universe card vanishes.)
Of course, when you dropped the point, you were really dropping everything, so you'll need to pick up the cards and re-wear the wearing.
> look. x universe. wear time. take cards.
> n.
The Golden Gates of Heaven
+1. The Sphere card vanishes when near the sphere.
> x saint. x gate. x pit. x sphere.
> ask saint about gates.(He ignores you.)
> put cards in pit.(+3. The Deuce card is gone.)
> take cards.
> se.
The Land of Wind and Ghosts
+1. The Pyramid card vanishes when near the pyramid.
Next, try to get the pyramid and sphere in the same location. I suggest moving them to The Depths of the Subconscious.
> take pyramid.(automatically dropping the cards)
> w. s.
The Depths of the Subconscious
> drop pyramid.
Bring the sphere here:
> s. take sphere. ne. se. s. se. drop sphere.
Now bring the cards here:
> ne. take cards. sw.
+3. The 'Sphere and Pyramid' card vanishes.
By the way, does the sphere count as a "crystal ball"?
> meditate on sphere.(You are now in...)
The Hall of Illusion
+3. The Twins card vanishes.
> x camera.(button, counter)
> x counter.("4": This means you can take up to four photos.)
> take camera. x mirrors. out.
The Depths of the Subconscious
Now that you know about the Hall of Illusion, there is a sneaky trick you can do to bring the cube here.
> take sphere.(automatically dropping the cards)
> nw.
Earth's End
> drop sphere. take cube. meditate on sphere.
The Hall of Illusion
> drop cube. out.
Earth's End
> take sphere. se.
The Depths of the Subconscious
> drop sphere. meditate on sphere.
The Hall of Illusion
> take cube. out.
The Depths of the Subconscious
+5. The "Sphere, Pyrsmid and Cube" card vanishes.
> drop cube. take cards.
Now it's time to use the camera. Make sure you get photos of places that will upset OmniMason: The Depths of the Subconscious, The Golden Gates of Heaven, and The Realm of Things-in-Themselves. Polaroids take three turns to develop.
> push button. z. z. z. take photo.(The first photo is red.)
> s.
The Golden Gates of Heaven
> push button. z. z. z. take photo.(The second photo is blue.)
> nw.
The Realm of Things-in-Themselves
> push button. z. z. z. take photo.(The third photo is green.)
> w.
The Summit of Mount Olympus
> show red to Omni. show blue to Omni.
> show green to Omni.(+4. The Fool card vanishes.)
> drop camera. x card.(It's The Key.)
> out.
Inside the Caravan
> i. x key. unlock door with key. open door.
> w. n.
Paddington Fundles
A boy throws away a whistle.
> take whistle. x it.
From the regular video, you know to play C, G, F.
> play C. play G. play F. z.
+4. Leprechaun MacFlecknoe appears and flings a box at you.
> x charms.(You also get a wish to go anywhere, including far-off planets unknown to mankind, hint hint.)
> x MacFlecknoe.
Feel free to ask MacFlecknoe about his charms or about various people you've met. Perhaps you want to return to the box room and watch the regular video together with him; he will follow you there. But this walkthrough will forgo those delights.
Do you remember the planet name that the gypsy girl mentioned?
> ask MacFlecknoe about Medvidev.(+5)
A rainbow appears, pulling you upwards, ending your time with the insane leprechaun.
High over the Planet of the Infinite Minds
> x planet.
High over some Country
> x land.
High over some City
> x structure.
High over some Building
> x chimney.
You land in:
The Sitting Room
Of course, you want to explore this house, yes?
> x portrait. x paneling. x carpet.
> x chair. x lounge. x fireplace.
> e.
A Bare Room
> x wall. x paint.(Both yellow.)
> w. n.
The WC
> x lavatory. x basin.
> open lavatory. x turd. flush lavatory.
> s. w. n.
The Kitchen
> x oven.(has an I/O button)
> open oven. x dish.(It's an empty pie dish.)
> e.
The Parlour
> x bench. x stains. x dough.
> w. s. u.
The Reception
> x man.(He's OmniMason.)
> x desk. x papers. x door.
> n.(Omni stops you: "You can't have your cake and eat it!")
> n.(Omni stops you: "You can't polish a turd!")
Before using OmniMason's words against him, you should take a detour and explore an optional section of the game. You can visit there at any time, even from the funfair when the game began, but this walkthrough will do it now:
> sleep —or— wake —or— xyzzy —or— meditate on nothing.
Your Bedroom (on your bed)
In this part of the game, you're at home, playing as your younger self when you suffered from narcolepsy. After several turns or after a significant event, you'll fall asleep, returning to the main game. Whenever that happens, SLEEP, WAKE, XYZZY, or MEDITATE ON NOTHING again to return to your home.
> stand. s. d.
The Hall (of your home)
> answer phone.(It's Dr Cliff Valley's secretary about an outstanding bill.)
And you're now back in...
The Reception
> sleep —or— wake —or— xyzzy —or— meditate on nothing.
The Hall (of your home)
+1. You finish your conversation with the secretary.
> open front door. n.
Outside your Home
An engineer explains the situation, and warns that your power and phone may be interrupted.
> take newspaper. x it. read it. x crossword.
> s.
The Hall (of your home)
> close front door. w.
The Sitting Room (of your home)
Without power, you can't watch TV, use your oven, or your power shower.
> x settee. search settee.(+1; you find a coin)
> x coin.
> e. u. n.
Your Bedroom
> x desk. open drawer. x pen. take it.
> do crossword.(+2; you return to...)
The Reception
Feel free to continue exploring your younger self's home — there's a kitchen, WC, and power shower yet to see — but this walkthrough will be moving on.
> d. e. e.
A Bare Room
Hope you didn't forget that box of cereal that MacFlecknoe gave you.
> drink paint.
> x box. open box. eat cereal.
> w. n.
The WC
That cereal is fast-acting. If the toilet is already occupied with a regular turd, you need to flush it away first.
> defecate. look in lavatory.(+5: Golden Turd.)
> take turd.
> s. w. n. e.
The Parlour
> take dough. w.
The Kitchen
> put dough in dish.
> close oven. push button.
> z. z. z. z. z. z. z. z. z.(+5. Wait nine turns; you'll smell freshly cooked dough.)
> push button. open oven.
> x dish. x pie. take pie.(If the oven's on, the pie's too hot to take.)
> s. u.
The Reception
> polish turd.(+5: OmniMason is annoyed.)
> eat pie.(+5: OmniMason is incensed.)
OmniMason attacks you, but only manages to hurt himself. The north door opens. Dr. CleftValet, addressing you as CharltonHeston, invites you into his office.
The Office of Dr. CleftValet
CleftValet tells you the secret about Medvidev and you scream.
Tne End
You receive your score, followed by some promotional messages about sequels that were never written.
Extras
Amusing
This HINT item only appears after you've won the game with a perfect score of 99 points:
As a recipient of maximum points, I feel I deserve a special reward... Come on! Give me a few commands that garner humourous responses.
Well... okay. Try talking to yourself at different points during the game...
Then try yelling at all the main characters.
Summon MacFlecknoe whilst in the library or during the big bang for some previously unseen footage.
And while you're at it, ask him about his charms a few times. He will engage you with lilting leprechaun poetry.
Try creating the library and the mind of Erwin Schrödinger whilst falling through the air, or at the limits of time and space.
Implement the neglected senses! Try smelling and touching things.
Try applauding people, winking at them, blinking; try cleaning unlikely items for some really weird and disturbing responses.
There's always xyzzy...
Er... that's pretty much it. If you haven't already watched the regular video with MacFlecknoe, I can highly recommend it. The repetitive commands 'Knock knock' and 'hip hip' might provide you with a few cheap laughs, though only if you are in some way simple.
My personal favourite responses are to the following commands: Move hands, Clap myself, Touch Gypsy (whilst she's standing outside the caravan), Smell Children (in the very first room), Touch and Smell MacFlecknoe, X Constellations (on the plane of the Tarot), and finally Exeunt. Congratulations on your perfect score, I hope you feel very proud.
Characters
Main Characters:
The player-character is a librarian who is told they aren't really human, but an Infinite Mind with powers beyond belief. At game's end, you learn your name is CharltonHeston.
The gypsy girl is first seen at the funfair entrance. She calls you into the caravan and tells you about the Infinite Minds.
BetteDavisEye is a historian and an Infinite Mind who you meet at the Beginning of Space. He says he never forgets a face. He also knows about the supernatural usage of cards.
Bill is a co-worker at the library. Sometimes you get angry when he makes mistakes.
Albert Einstein is a famous physicist. Inside Erwin Schrödinger's mind, you can talk to his mental image of Einstein.
CleftValet is the Infinite Mind who essentially babysat the Djinn-nou-man who were on Earth. He was your childhood psychologist and he also wrote a book. He also learned about the supernatural uses of crystal balls. You can potentially talk to Schrödinger's mental image of CleftValet. You'll meet the real CleftValet at game's end.
OmniMason is an Infinite Mind that you meet at Mount Olympus and make a fool of. You'll meet him again in the reception area of the house on Medvidev.
MacFlecknoe, whose real name is MacFleckNoe, is an Infinite Mind who deals with Djinn-nou-man who get rebellious or problematic. He's obsessed with jingles, promotes a lucky charms cereal while dressed as a leprechaun, and may actually be insane.
Background and secondary characters:
Mr. Woosleypickle, your boss, orders you to take a long lunch and have some fun.
Some midgets and children can be seen at the funfair. More people are entering and leaving the funfair or walking elsewhere on the streets.
A Turkish man calls the gypsy girl away. He's mentioned as the Turk in the journal.
Some actors (a mother and son) can be seen in the regular video.
Jah-cuez-ah is another name for the Infinite Minds. They have the potential to do almost anything they imagine. Djinn-nou-man are those Infinite Minds who live as normal men and women on Earth, ignorant of their heritage.
Saint Peter stands behind the Golden Gates of Heaven. He totally ignores you.
A young boy on Paddington Fundles throws away the penny whistle.
Several engineers in overalls are busy working in a pit in front of your house. One of them tells you what they're doing there and why.
Dr Cliff Valley's secretary phones you and says you have an outstanding bill.
Mentioned:
Djinn-nou-man are Jah-cuez-ah who live as humans without knowing that they're Jah-cuez-ah. You, the gypsy girl, and the Turk are Djinn-nou-man.
Erwin Schrödinger is a physicist who the gypsy and Turk are planning to blackmail. His book is in the library, and you can re-create his mind at the End of Life.
Planck is mentioned by Einstein when you ask him about Schrödinger.
Freud is mentioned by OmniMason in one of his rants.
MomaCasaNovaScotia is the Infinite Mind who created Space.
The devil is somewhere deep in the pit outside the Golden Gates of Heaven.
Credits
The response to ABOUT is:
***Welcome to my world***
This game was written for MacFlecknoe Enterprises by Alfredo Garcia, using M. J. Robert's Text Adventure Development System (known, affectionately I'm sure, as TADS).
Beta-testing was completed by Stephen Nolan, Blackie, Jessee Foudray and Brian Flynn. MacFlecknoe Enterprises thanks them for helping to make the Planet of the Infinite Minds a better place. Their efforts are an example to us all.
Extra thanks go to Graham Nelson for creating the inform language and to Milis Crulis, without whom nothing would be possible.
Please send any bug-reports, pornography, death threats, &c... to email redacted.
MacFlecknoe Enterprises are a division of Axelstorm Breweries and Nagi-suma Heavy Industrial.
MacFlecknoe: Father of Telemachus, lover to Calipso.
Actually, that MacFlecknoe tagline at the end of the credits is randomized! The possible taglines are:
Believe!
Father of Telemachus, lover to Calipso.
Forty years of wasted youth.
It's your move, pale-face.
Now, more than ever.
That's not love - that's commitment.
What's a girl supposed to do?
Why do you run from us? We are your friends!
You shoot 'em, we ship 'em.
Your fantasies fullfilled.
Endings
ARRRGGHH!
if you ignore the gypsy girl and go back to the library at the beginning of the game, skipping the entire adventure.
if you go back to the library after escaping the caravan, having an adventure but never visiting the Planet of Infinite Minds.
Welcome to the Planet of the Infinite Minds!
if you get inside the office of CleftValet and learn the truth about Medvidev.
I note that there isn't a losing ending where you fail to find a lavatory after eating the high-fibre cereal. You're just in horrible pain forever until you do find a lavatory and use it.
Inventory
In the approximate order you'll likely acquire them:
a grainy photograph. The gypsy girl gives it to you when you enter the caravan.
Examine it. It's a photo of your childhood psychologist, but he is only named by his initials: "CV".
When floating through outer space with BetteDavisEye, show the photograph to him to learn that "CV" is CleftValet.
Put the photograph and the cutting into the envelope, and leave the envelope on the mantlepiece. Schrödinger will now have a facsimile of CleftValet within his mind!
a manila envelope. It's on the mantlepiece inside the caravan.
Open it and read the letter inside. The letter is addressed to Erwin Schrödinger.
From the physics book, you learn that one can create a facsmile of someone within one's mind just by looking at a photograph of them and a sample of their writing. Put the grainy photograph and the cutting into the envelope, and leave the envelope on the mantlepiece. Schrödinger will now have a facsimile of CleftValet within his mind!
Read it to learn that the letter is addressed to Erwin Schrödinger. You should leave the letter inside the envelope.
a regular video. It's on the shelf in the box room.
In the box room, put the video into the VCR and push play. Wait and watch the video about MacFlecknoe and his charms. Examine the charms when he orders you to do so to gain a point.
The video tells you that the way summon MacFlecknoe is by playing C, G, then F on something. It doesn't have to be the horn shown in the video.
You may find it amusing to summon MacFlecknoe with the whistle and then go to the box room and watch the regular video again with him. He will react to his own video and tell you about the secret point.
a large video. It's on the shelf in the box room.
Put the large video in the VCR. Use the rewind and fast-forward buttons to set the video to one of three positions: the beginning ("-9.99"), the midway point ("0.00"), or the end ("9.99").
Play the large video from its midpoint at least four times to create the wearing of time.
Play the large video from its beginning to go to the Beginning of Space. The OUT command returns you to the box room.
Play the large video from its end to go to the End of Time. The OUT command returns you to the box room.
a wearing of time. It appears in the box room after you insert the large video into the VCR push the play button at least four times when the display shows "0.00" (middle of the video).
Wear the wearing. Now you can visit the Beginning of Space without being rejected by the other people there and sent back to the caravan.
a journal. It's on the window ledge in the clown room; open the curtains to reveal it.
Actually, you might easily miss spotting the journal unless you LOOK or EXAMINE LEDGE.
Read the journal to learn about the Turk, about how to use the large video, that CV used crystal balls, and that BetteDavisEye used cards.
a red nose and a pair of clown shoes. They're the "foolish things" on the bed in the clown room.
You can wear them or totally ignore them. You don't need these items at all.
a physics book. It's on the table in the library that you create at the end of time.
It's the Fundamentals of Quantum Mechanics by Erwin Schrödinger.
Read it to learn that a photograph of someone and a sample of their writing is sufficient to form a perfect mental image of that person in one's mind, and to also form a perfect mental image of Erwin Schrödinger himself in your own mind. Now you can go to the End of Time and create the mind of Erwin Schrödinger there.
Note that Bill will not let you take library books from the library. Leave the physics book on the table.
a large tome. In the library at the end of time, ask Bill about CleftValet. He'll find this book and give it to you.
Read it. You don't understand it, but a cutting falls out.
Note that Bill will not let you take library books from the library. Leave the tome on the table, but keep the cutting.
a cutting. It falls out of the large tome when you read it.
an infinitesimal point of infinite mass and density. It's at the end of time.
In the Mind of Erwin Schrödinger, ask the mental image of CleftValet (see envelope) repeatedly about the point for hints on how to take it: DROP ALL then DROP NOTHING.
Go to The Limits of Time and Space and drop the point. Because time runs in reverse there, the point will become a universe.
CAUTION: When you drop the point, you drop everything. It's annoying, but you understand why that has to happen, right?
a pyramid. It's in the Land of Wind and Ghosts.
RESTRICTIONS: The pyramid can only go through triangular dimensional holes. You cannot carry the cards and the pyramid at the same time. The pyramid can never be taken from the afterlife realms.
Bring the cards and the pyramid to the same location to make The Pyramid card vanish.
Bring the cards, the pyramid, and the sphere to the same location to make The Sphere amd Pyramid card vanish. I suggest using the The Depths of the Subconscious location.
Bring the cards, the pyramid, the sphere, and the cube to the same location to make the "Sphere, Pyramid and Cube" card vanish. See the sphere entry on how to smuggle the cube to somewhere else via the Hall of Illusion location.
a sphere. It's at the Golden Gates of Heaven.
RESTRICTIONS: The sphere can only go through circular dimensional holes. You cannot carry the cards and the sphere at the same time. The sphere can never be taken from the afterlife realms.
Meditate on the sphere to go to the Hall of Illusions. Go OUT to return to the sphere's location.
Bring the cards and the sphere to the same location to make The Sphere card vanish.
Bring the cards, the pyramid, and the sphere to the same location to make The Sphere amd Pyramid card vanish. I suggest using the The Depths of the Subconscious location.
Bring the cards, the pyramid, the sphere, and the cube to the same location to make the "Sphere, Pyramid and Cube" card vanish. See the next point on moving the cube.
To smuggle the cube out of Earth's End, take the sphere there, drop the sphere, take the cube, then meditate on the sphere to go to the Hall of Illusions. Drop the cube there. Go out, take the sphere to the pyramid's location, then fetch the cube from the Hall of Illusions.
a cube. It's at Earth's End.
RESTRICTIONS: The cube can only go through square dimensional holes. You cannot carry the cards and the cube at the same time. The cube can never be taken from the afterlife realms.
Bring the cards and the cube to the same location to make The Cube card vanish.
Bring the cards, the pyramid, the sphere, and the cube to the same location to make the "Sphere, Pyramid and Cube" card vanish. See the sphere entry on how to smuggle the cube to somewhere else via the Hall of Illusion location.
some cards; a couple of cards; a card. The cards are in the Plane of the Tarot.
RESTRICTIONS: You cannot carry the cards and any of the other shapes (pyramid, sphere, or cube) at the same time. The cards cannot be separated. The cards cannot be taken from the afterlife realms unless there's only one left.
There are ten cards originally. When floating through outer space, if you ask BetteDavisEye about the cards, you learn their rules. Note that a card will vanish in the presence of what it depicts. Your goal is to make nine of the cards vanish, then return to the caravan with the tenth card.
See the pyramid, cube, and sphere entries on how to make the "Pyramid", "Cube", "Sphere", "Sphere and Pyramid", and "Sphere, Pyramid and Cube" cards vanish.
At Mount Olympus, show the appropriate polaroids to OmniMason to make him a fool. Now bring the cards there to make the "Fool" card vanish.
Take the cards into the Hall of Illusion to make the "Twins" card vanish.
Put the cards into the pit at the Golden Gate of Heaven to make the "Deuce" card vanish.
Drop the point at the Limits of Time and Space to create a universe. Now bring the cards there to make the "Universe" card vanish.
When the only card left is The Key, go back OUT to the caravan with it, and it'll turn into an actual key.
a camera; later, a Frobozz magic camera. It's in the Hall of Illusion. To go there, meditate on the sphere.
RESTRICTIONS: The camera can produce a maximum of four polaroids (red, blue, green, and yellow) by pushing its button and waiting three turns for the polaroid to develop. While a picture is developing, you cannot take another picture. The camera can never be taken from the afterlife realms.
You can't point the camera or photograph specific things. The camera just takes a picture of your location.
On Mount Olympus, listen to OmniMason for several turns to learn what sorts of things he's in denial about: heaven, the subconscious, and thingness. Use the camera at the Golden Gates of Heaven, at The Depths of the Subconscious, and at The Realm of Things-in-Themselves to create three polaroids certain to upset him.
a red/blue/green/yellow polaroid photograph. The camera can produce up to four polaroids by pushing its button.
On Mount Olympus, listen to OmniMason for several turns to learn what sorts of things he's in denial about: heaven, the subconscious, and thingness. Use the camera at the Golden Gates of Heaven, at The Depths of the Subconscious, and at The Realm of Things-in-Themselves to create three polaroids certain to upset him.
Show these particular polaroids to OmniMason to make a fool out of him. OmniMason keeps these polaroids and starts crying. Now bring the cards here to make the Fool card vanish.
a key. It appears in your inventory when you leave the afterlife realms while carrying a single card, The Key. The card becomes an actual key.
It unlocks the door to the caravan, of course.
a penny whistle. In Paddington Fundles, you see a boy throwing this whistle away after you've escaped from the caravan.
Remembering what you saw from the regular video, use the whistle to play C, play G, then play F to summon MacFlecknoe.
a box of lucky charms containing some cereal. Leprechaun MacFlecknoe gives this to you when you summon him with the penny whistle.
The cereal is very high in fibre. If you eat some, you'll need to defecate a few turns later, and outrageously, the only lavatory is on the planet Medvidev. If there's a turd already in the lavatory, you must flush it before you can use the lavatory.
a pie. Bake it yourself in the kitchen of the Medvidev house!
Put the dough in the dish, put the dish in the oven, close the oven, then push the button. No, you don't need any pie filling. You're making a crust-only pie.
Now wait several turns until you smell freshly cooked dough. Open the oven and push the button again to turn the rotor off. When the oven is off, the dish and pie will quickly cool enough so you can take them.
Take the pie to reception and eat it in front of OmniMason to annoy him.
After annoying OmniMason with the turd and the pie, he learns that violence is not the answer, and the north door opens.
a newspaper. It's on the doorstep outside your home.
While holding both the newspaper and the pen, DO CROSSWORD.
CAUTION: The random clues you get by reading the crossword are bogus and meaningless, so don't try to solve them one-by-one.
a front door key. It's on the TV set in the sitting room of your home.
It locks (and unlocks) your front door, but there's no particular reason to do that.
a pound coin. Find it by searching the settee in the sitting room of your home.
You get a point for finding the coin, but you don't need the coin itself for anything.
a slice of bread. It's in the bread bin in your kitchen.
You might eat it if it were toasted, but you can't toast it in the toaster or oven because your house has no power. Oh well.
a pen. It's in the desk drawer in your bedroom.
While holding both the newspaper and the pen, DO CROSSWORD.
Score
The response to SCORE, if you have 0 points, is:
In as many as turn-count goes, you haven't managed to score any of the available 99 points.
The usual response to SCORE is:
In as many as turn-count goes, you have only managed to score your-score points out of a most tenable 99.
Points are awarded as follows:
4 points for wearing the wearing of time.
4 points for entering the re-created library at the End of Time.
4 points for entering the re-created mind of Erwin Schrödinger at the End of Time.
4 points for showing the grainy photograph to BetteDavisEye and learning that "CV" is CleftValet.
4 points for obtaining the large tome.
5 points for putting the grainy photograph into the envelope.
5 points for putting the clipping into the envelope.
6 points for dropping all and nothing at the End of Time, and by extension, obtaining the infinitesimal point of infinite mass and density.
4 points for asking CleftValet about crystal balls and learning that you need to meditate on them.
1 point for making the "Pyramid" card vanish.
1 point for making the "Cube" card vanish.
1 point for making the "Sphere" card vanish.
3 points for making the "Deuce" card vanish.
3 points for making the "Sphere and Pyramid" card vanish.
5 points for making the "Sphere, Pyramid and Cube" card vanish.
4 points for making the "Universe" card vanish.
3 points for making the "Twins" card vanish.
4 points for making the "Fool" card vanish.
4 points for summoning MacFlecknoe with the whistle.
5 points for asking MacFlecknoe about Medvidev.
5 points for finding a Golden Turd.
5 points for baking a pie.
5 points for polishing the Golden Turd in front of OmniMason.
5 points for eating your pie and having it too in front of OmniMason.
These last five points are considered optional:
1 point for examining the charms seen in the regular video.
1 point for finishing your phone conversation with the secretary.
1 point for finding the pound coin in your settee.
2 points for doing the crossword in the newspaper.
By the way, if there's a 100th last lousy point, I don't know how to earn it.
the support of Robin Johnson, Ville Lavonius, Andrew Schultz, Kenneth Hon, Carl Muckenhoupt, Mark Musante, Phil Tatro, Mitch, Astringer, and Vivienne Dunstan;
the generous support of Janice M Eisen and Matthew Foxley;