In this ten-sectioned exquisite corpse, you play as Dave, and you've just bought a new house. Your furniture isn't here yet, so it's a good time to explore the nearby woods. But before you get that far, Leslie's disembodied voice tells you you're stuck in a simulation.
This solution is by David Welbourn, and is based on Release 1 of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
A voice, calling you Dave, says they're trying to get you out of there. It will soon be clear that Leslie thinks you're trapped in a simulation.
> listen.(Leslie asks you to tell her about something you're holding.)
> tell Leslie about almanac.(+5)
> x bed.
Now Leslie wants to know about a room in this section.
> tell Leslie about bedroom.(+5)
> look under bed.(nothing)
Leslie sends you a detangler. You may be able to escape as is. If you can't, she'll try to send some attachments.
> i. x detangler. fire it.
It doesn't work. You need a focuser, but Leslie can't send it to your current location. You need to try elsewhere.
> take sheet. x it.
> open closet. x backpack. take it. wear it.
> x swibble. take it.(can't)
No, I don't know what a swibble is. It's useless. Ignore it.
> x north window. x west window.
> e. n.
Bathroom
> x camera. x toilet. x sink. x bathtub.
> s. e.
Spare Bedroom
> x north window. x east window.
> open closet. take flashlight. x it.
> w. s.
Living Room
> x door.(locked)
> e.
Kitchen
> x cupboards. open them.(empty)
> x fridge. open it. x bottle. take it. close fridge.
> x oven. open it. x sink.
No, really, close that fridge. You won't leave the kitchen with an open fridge.
> e.
Sun Room
> x window. sw.
Garage
> x cobwebs. x flies.
> take cobwebs.(They're gone.)
> take flies.(ick, but okay)
> ne. e.
Back Yard
You aren't willing to explore the woods leaving the barn door open.
> close door.
> e.
Edge of the Woods
The Great Master tells you that access to the woods is restricted.
> author.(Scene 2 has begun.)
> x master.
> e.(access denied)
> ask master about access.
> ask master about loyalty.(restore the beloved to us)
Leslie asks that you tell her about a room you see and something you've held.
> tell Leslie about bottle.(+5)
> tell Leslie about woods.(+5)
> z.(You've received something.)
> i. x focuser. attach focuser to base.
> fire base.
It fails. Leslie says she'll send a power source to you in the next section.
> ask master about beloved.
> ask master about house.
Return to the front door.
> w. w. w. w.
Living Room
> unlock door with key.
> w. s.
Driveway
> x mantid. x car.
> take mantid.(no: too skittish)
> give flies to mantid.(now less skittish)
> take mantid.
> n. e.
Living Room
> close door. lock it with key.
> e. e. e.
Back Yard
> close door. e.
Edge of the Woods
> give mantid to master.
> ask master about access.(granted)
> z. z. z. z.(The master cuts the mantid's head off and eats its body!)
> x head.
> ask master about head.("it will stray no more")
> e.
Blast Site
> x trees. listen.
> x yellow.
Leslie says you're in another section. For each section, she wants you to tell her about a room and a held object from the new section.
> author.(Scene 3 has begun.)
> e. e. se.
Near a Huge Device
> x missile. x man. x rope. x hook. x shovel.
> ask man about himself.("McWiggy")
> ask man about missile.
> ask man about blast site.("You didn't find anything alive there, did you?")
> take shovel.("does that belong to you?")
> yes.(You now have the shovel.)
> nw. w. w.
Blast Site
> tell Leslie about blast site.(+5)
> tell Leslie about shovel.(+5)
> z.(You get something)
> i. x power pack. attach it to base.
> fire base.("you'll need a stabilizer")
> dig.(You acquire a helmet.)
> x helmet. x film.
> ne.
By a Stream
> x stream. x something.(tadpoles!)
> take tadpole.(slips through your fingers)
> drink bottle. fill bottle.
> x bottle.(There's a tadpole in there!)
> x tadpole.
> pour bottle into helmet.(The tadpole's now stuck inside the helmet.)
Probably should look up some stuff in the almanac if you haven't already.
> look up overlords in almanac.
> look up Atlanteans in almanac.
> look up moon in almanac.
> look up Freemasons in almanac.
> look up Leslie in almanac.
> look up conspiracy in almanac.
> look up tadpole in almanac.
> sw. e. e. se.
Near a Huge Device
> save.(Just in case the game machinery gets stuck.)
> show helmet to man.(McWiggy wigs out.)
CAUTION: You must wait after showing the helmet for McWiggy to begin launching the missile.
> z.
> nw.(no: You're tangled in the rope.)
> take hook.
> throw hook at missile.(It sticks on.)
> z.(You're pulled along with the missile straight up! The man yells, "Hold your breath!")
Flying Through the Air
> hold breath. z. z. z. z.
Flying Through Space
> z. z. z.
Lunar Crater
> author.(Scene 4 has begun.)
> x patch. x footprints.
You exhale, then remember the moon has air.
> dig.(using shovel if you have it)
> open crate.
Leslie contacts you again.
> take wine bottle. x it.
> x wine bottle.
> tell Leslie about crater.(+5)
> tell Leslie about wine bottle.(+5)
> z.(You get something.)
> i. x stabilizer. attach it to base.
> fire base.(Now you need a recharger.)
> n.
Scenic Overlook
> x north crater. x south crater.
> x green. x lunar base.
> d.(no: too far to climb down safely)
> jump.(no: too risky, probably)
> s.
Lunar Crater
> drink wine. g.(You are now drunk enough to jump from scenic view.)
> take wine.
> n.
Scenic View
Things not worn or in the backpack might get lost between some of the next few sections.
> put all in backpack.
> jump.
Lunar Vinyard
You now have a fractured arm, but there's no time to worry about it.
> x grapes. search grapes. x poop.
Leslie tells you you're in a new section. Soon, a wombat shows up, snarls at you, and attacks you.
The combat is randomized. Use UNDO to undo turns where you take damage. You need to hit the wombat at least four times without missing. You may use DIAGNOSE ME to assess your health.
> climb rock.
> tell Leslie about vinyard.(+5)
> tell Leslie about rock.(+5)
> look up wombat in almanac.(Recharger arrives.)
> attach recharger to base.
> fire base.(fail; you need a calibrator)
By this time, the wombat's probably hit you a couple times. SAVE your game!
> save.
Assuming that the wombat always misses you from now on because you're using UNDO like a seasoned player:
> hit wombat. g. g. g.
When the wombat dies, it fades away. Then the face of a Cosmic Overlord congratulates you and tells you you'll fight the Atlanteans. You are also healed. You are then teleported to...
Outside Atlantean Base
> author.(Scene 6 has begun.)
> x wall. x moonscape.
> x sky —or— x stars.
Leslie has the calibrator.
> tell Leslie about outside base.(+5)
> x Earth. x Sun.
> w.(nothing east or west)
One can get so used to telling Leslie about stuff, one might forget one can ask her about stuff too.
> ask Leslie about base.(Something about walls and a flashlight?)
> turn on flashlight.
> x walls.(The flashlight's light reveals a twinkly pattern.)
> x pattern. touch it.
Plain Silver Room
> turn off flashlight.
This is as good a time as any to ask Leslie about a few other things.
> ask Leslie about Leslie.
> ask Leslie about Lucy.
> ask Leslie about Lucille.
> ask Leslie about simulation.
> ask Leslie about parents.
> ask Leslie about aunt.
> ask Leslie about me.
> n.
Corridor Junction 27 B
> x theta.
Follow these directions exactly. Otherwise, wander randomly through the boring corridors as you please until the box shows up.
> e. e. e. w. w.
Boring Corridor (one east of the junction)
You find a silver box.
> take box.
> tell Leslie about box.(+5)
> z. i. x calibrator. attach it to base.
> turn knob.(You need an analyzer.)
> open box. x button.
> push button.(not when in box)
> take button. push button.
You teleport to...
Deep Interior Room
> author.(Scene 7 has begun.)
> i.(The box and button didn't come with you.)
> x fracture. x machinery.
> tell Leslie about Deep Interior Room.(+5)
> search machinery.(need to know what to look for)
Hm. Maybe the almanac can help?
> look up fracture in almanac.
> look up grumptar in book.
> look up AFGNCAAP in book.
> look up Bertha in book.
> look up controls in book.(A setting of 14 is for a fail-safe measure.)
> search for 14 in controls.(dial found)
> x dial.(Can be set from 1 to 20.)
> set dial to 14.(You now have the dial and the fracture is open.)
> tell Leslie about dial.(+5)
> z. x analyzer. attach analyzer to base.
The detangler is complete, but if you use it to escape the simulation, you'll miss scenes 8 to 10.
Fortunately, you can easily UNDO that ending, so let's see it.
> touch analyzer. turn knob. fire base.
*** You have returned to the real world. ***
> undo
Deep Interior Room
> se.
Archive Lobby
> author.(Scene 8 has begun.)
> x scroll. take it. read it.
> tell Leslie about lobby.(+5)
> tell Leslie about scroll.(+5)
> search scrolls.
> x colorful scroll.(Colors are associated with numbers.)
> search scrolls.
> x silvery scroll.(Father says Lucy stole his pet.)
> search scrolls.(nothing new found)
> x panels.
There's an unmentioned exit to the east.
> e.
Long Corridor
By the way, by this time you should be experiencing quakes every six turns. While the quakes are happening, the door here won't open.
> put all in backpack.
> x door.(no handle or knob)
> open door.(no: the quaking interferes)
> n.
Spring Mechanism Room
> x panel.(disassembled)
> x springs.(shock absorber for a mountain?)
> take dial. put dial in panel.(It clicks into place.)
> s. s.
Crystal Mechanism Room
> x generator.(has large and small crystals)
> z.(Repeat waiting until there's a big quake and the colors of the crystals change. Note the new colors.)
> x large crystal. x small crystal.
> n. n.
Spring Mechanism Room
From the info in the colorful scroll, and the colors of the crystals, you can determine which number to set the dial to.
Large clear + small clear = 0.
Large clear + small blue = 1.
Large clear + small green = 2.
Large clear + small yellow = 3.
Large clear + small orange = 4.
Large blue + small clear = 5.
Large blue + small blue = 6.
Large blue + small green = 7.
Large blue + small yellow = 8.
Large blue + small orange = 9.
Large green + small clear = 10.
Large green + small blue = 11.
Large green + small green = 12.
Large green + small yellow = 13.
Large green + small orange = 14.
Large yellow + small clear = 15.
Large yellow + small blue = 16.
Large yellow + small green = 17.
Large yellow + small yellow = 18.
Large yellow + small orange = 19.
Large orange + small clear = 20.
> set dial to NUMBER.(The quakes stop.)
> s. e.
Small Chamber
> author.(Scene 9 begins.)
> d.
Food locker room
> x cage.(has red button, grille, and food slot)
> x penguin.(This is the pet mentioned by the silvery scroll.)
> save.
> e.
The Troll's Cell
CAUTION: The troll will kill you and eat you if you just stand there long enough. Fortunately, the troll is slow to move. Don't spend more than two turns near the troll.
> read writing.("HAVE FUN! -Lucille")
> x troll.
> e.
Maintenance room
> look up troll in almanac.(stupid, slow, nigh indestructable; some kept as pets)
> x plate.(locked)
The troll arrives via the force field.
> x steel door. x numberpad.
> w.
The Troll's Cell
> search heap.(You acquire an f-shaped key.)
> z.
The troll arrives via the force field.
> e.
Maintenance room
> unlock plate with f-shaped key.
> open plate.(A valve is revealed.)
The troll arrives via the force field.
> x valve.(at "Normal")
DON'T turn the valve with the troll on this side!
> w.
The Troll's Cell
> z. z.(The troll arrives via the force field.)
> e.
Maintenance room
> turn valve.(now at "Security")
> z.(The troll is shredded by the force field.)
> turn valve.(back to "Normal")
> w.
The Troll's Cell
I assume the herring was in the troll's stomach.
> take herring. x it.
> tell Leslie about cell.(+5)
> tell Leslie about herring.(+5)
> w.
Food locker room
> put herring in slot.(Penguin now likes you.)
> push red button.(Penguin leaves the cage.)
> e.
The Troll's Cell
The penguin is now following you.
> pet penguin. e.
Maintenance room
The penguin unlocks the steel door for you!
> n.
your father's bedroom
> x novel. take it.
> x portrait. look up Fendit in almanac.
> tell Leslie about novel.(+5)
> tell Leslie about father's bedroom.(+5)
> e.
Regal Hallway
The penguin opens a secret passage south.
> x door. look up urnstone in almanac.
> e.(Penguin stops you from encountering a Koskos.)
> look up koskos in almanac.(Trolls hate it.)
> s.
science lab
> x jagged.
> x contraption.(You have a hallucination.)
> look in contraption.(no)
> s.
lab annex
> x plain bottle. take it.
> x cage.(unimportant)
> x smoke.
> open plain bottle.(It inhales the smoke!)
> x chamber.(has button and a bottle-shaped receptacle)
> put plain bottle in receptacle.
> push button.(The bottle is sucked inside.)
> z. z. z.(A pink rat appears on the platform, and runs off. The empty bottle returns to the receptacle.)
> take plain bottle.
> e.
small utility closet
Nothing in here.
> w. n. se.
Taboo Room
In this room, PRAY acts like SAVE.
> nw. n. w.
your father's bedroom
Sea-green smoke has seeped in here from the maintenance room. Assume it's what's left of the troll.
> open plain bottle.(It sucks in the smoke.)
> e. s. s.
lab annex
> put plain bottle in receptacle.
> push button. e.
small utility closet
> close door. z.
You hear the troll fight the Koskos, followed by a yowl and a bang. Then silence.
> w.
lab annex
> take plain bottle.
> n. n. e.
Foyer
> x smoke.(This is the Koskos; leave its smoke here!)
> e.
study
> x quickpulp.
> look up quickpulp in almanac.
> look up wuolui in almanac.
> open plain bottle.(It sucks in the orange smoke.)
> w. w. s. s.
lab annex
> put plain bottle in receptacle.
> push button. z. z. z.(+10. Your father is restored!)
*** You have won ***
Extras
Characters
Dave is the player-character, who is either a new homeowner or someone stuck in a simulation.
Leslie is either someone trying to rescue you from the simulation, or is a malevolent entity trying to confuse you with hallucinations. This evil version is also known as Lucy, Lucille, Lisellyi, Leslea, and L'Z'L.
A Great Master (which is a huge majestic insectoid) blocks all access to the woods except for those who prove their loyalty.
A lesser mastid (which is a beautiful dog-sized insectoid) is in your driveway, fascinated by the reflection of your car mirror.
Some tadpoles can be seen swimming in the stream.
McWiggy is studying the huge missile in the woods. He looks like an insurance salesman from the 50s.
A wombat improbably starts attacking you in a lunar vinyard. How deceptively adorable!
A penguin named Rex is trapped inside a cage in the food locker room.
The troll you find in her cell is a female Atlantean troll. She may be slow and stupid, but under her green skin, she's all muscle. Don't let her catch you!
Cameoes:
The face of a Cosmic Overlord speaks to you after you defeat its wombat. It heals you and teleports you to outside the Atlantean base.
A female assistant of your father's is briefly seen in a hallucination brought on by examining the contraption in the science lab.
A little pink-coated rat can be resurrected from the salmon-pink smoke.
A Koskos is a squat monster lurking in your father's foyer.
You father can be resurrected from the dark-orange smoke.
Found dead:
Some dead flies are in the garage.
Mentioned:
Your mother performed forbidden time travel experiments in the taboo room.
Aunt Bertha was the horrible woman you were forced to live with after your parents were both abducted by the Atlanteans. Leslie thinks "Aunt Bertha" is just a fiction implanted into your mind.
You have several grandfathers. A portrait of Grandfather XVIII is in your father's bedroom.
Credits
This is the response to ABOUT:
"House of Dream of Moon" is the third IF Whispers game, written consecutively by ten people who only got to see the part before theirs. It follows in the glorious footsteps of "The Corn Identity" and "An Escape to Remember", but shares nothing but the format and a few authors with those games. Tom Blawgus was the moderator of this Whispers incarnation, and wrote the first section. To see who wrote any given section, type "author" while playing that section.
The possible responses to AUTHOR are:
Scene 1, "Going Exploring", was written by Tom Blawgus.
Scene 2, "Introducing the Great Masters", was written by Carl Muckenhoupt.
Scene 3, "End of the World", was written by Ricardo Dague.
Scene 4, "The Great Lunar Conspiracy", was written by Sam Kabo Ashwell.
Scene 5, "Night of the Wombat", was written by Jacqueline A. Lott.
Scene 6, "Entering the Unknown", was written by Mark J. Musante.
Scene 7, "Imposing Some Structure", was written by Lucian Smith.
Scene 8, "Mechanisms and More", was written by Admiral Jota.
Scene 9, "The cute and the Deadly", was written by Taleslinger.
Scene 10, "Puff of Smoke", was written by N. B. Horvath.
Endings
You have died
if you're incinerated when the missile launches.
if you suffocate in airless space.
if the troll kills you.
if the Koskos kills you.
You have had your ass handed to you by a tiny wombat.
if you resurrect your father from dark-orange smoke; see plain glass bottle.
Inventory
You can carry five items at a time, not counting worn items. Excess items usually get moved automatically into your backpack if you have it.
Bottles
a water bottle, which contains water. It's in the kitchen's refrigerator.
The water bottle is something you must have before you'll go into the woods.
At the stream, drink the bottle (to empty it), then fill the bottle (from the stream). Examine the bottle; it should now contain water and a tadpole.
Pour the bottle into the helmet to move the tadpole into the helmet.
a delicious wine. In the lunar crater, dig twice (with the shovel) to find a crate. Open the crate; wine bottles are inside.
Drink two of the wine bottles to get sufficiently drunk. Now you're willing to jump from the scenic overlook down to the lunar vinyard.
a plain glass bottle. It's in the lab annex.
If you open the empty bottle in a room with colored smoke, the bottle inhales the smoke.
If you put a smoke-filled bottle into the receptacle in the annex, then push the button, four turns later, the creature that was turned into smoke is restored back to life. The plain bottle can be taken back to resurrect something else.
A salmon-pink smoke is in the lab annex; resurrect a pink rat from it.
A sea-green smoke is in your father's bedroom; resurrect the troll from it. CAUTION: Hide in the closet after pushing the button so that the troll attacks the Koskos instead of you.
A cobalt-blue smoke is in the foyer after the troll battles the Koskos. CAUTION: Don't take the blue smoke and don't resurrect the Koskos!
A dark-orange smoke is in the study; you can resurrect your father from the it!
Note: Once a smoke is inside the bottle, you can no longer open the bottle until its smoke is used to resurrect something. That means you cannot empty a bottle, nor can you mix smokes together.
Detangler parts
For every part you acquire, attach it to the detangler base, then try to fire the detangler.
detangler base. Leslie gives it to you one turn after you've told her about both a first region location (such as Master Bedroom) and a first region item (such as the house key) that you're carrying.
To get the detangler with all the attachments to work, first touch the globe (of the analyzer) to yourself, then turn the knob (of the calibrator), then fire the detangler. This ends the game with you leaving the simulation, which is a good ending, but arguably not the best ending since you miss a lot of content and never rescue your father.
So, uh, you're really doing all this detangler subplot stuff to get the maximum point score.
CAUTION: If you venture from one region to the next without Leslie having a lock on your previous region, the detangler and all its attachments vanish and you lose your connection to Leslie.
a focuser. Leslie gives it to you one turn after you've told her about both a second region location (such as Edge of the Woods) and a second region item (such as the flies) that you're carrying.
a stabilizer. Leslie gives it to you one turn after you've told her about both a third region location (such as Near a Huge Device) and a third region item (such as the shovel) that you're carrying.
a power pack. Leslie gives it to you one turn after you've told her about both a fourth region location (such as Lunar Crater) and a fourth region item (a wine bottle) that you're carrying.
a recharger. Leslie gives it to you one turn after you've told her about both a fifth region location (Lunar Vinyard) and a fifth region item (the rock, but you must be on it, since you can't take it).
a calibrator. Leslie gives it to you one turn after you've told her about both a sixth region location (such as Outside Atlantean Base) and a sixth region item (such as the silver box) that you're carrying.
Attach the calibrator to the detangler, then turn its knob.
a analyzer. Leslie gives it to you one turn after you've told her about both the seventh region location (Deep Interior Room) and the seventh region item (the suspicious dial) that you're carrying.
Attach the analyzer to the detangler. If you want to end the game by escaping the simulation, touch the analyzer to yourself, then turn the knob of the calibrator, then fire the detangler.
Keys
a house key. You're carrying it.
It unlocks and locks the front door of your house.
a f-shaped key. Acquire it in the troll's cell by searching the heap of flesh.
In the maintenance room, unlock the plate with the f-shaped key.
Organics
some dead flies. They're in the garage.
In your driveway, give the flies to the mantid to make it friendly.
a lesser mantid. It's on your driveway. Give the dead flies to it first, so it's not so skittish.
At the edge of the woods, give the mantid to the Great Master. This proves your loyalty, your access to the rest of the woods is now granted.
A few turns later, the Great Master snips off the mantid's head and eats its body.
a lesser mantid head. It's at the edge of the woods a few turns after you give the lesser mantid to the Great Master.
You don't need it.
a herring. The troll has it, presumably in its stomach.
When the troll goes disintegrates itself by moving through the deadly Security force field, everything it swallowed, including the herring, is deposited in the troll's cell.
In the food locker room, put the herring into the cage's food slot. The penguin happily eats the herring and now likes you.
Most of the topics are either just humorous or provide backstory. Topics you must look up are highlighted.
a damaged scroll. It's in the archive lobby.
Read it to learn that Lucy can't be trusted.
a colorful scroll. Acquire it by searching the scrolls in the archive lobby.
Read it to learn about how to associate colors with numbers in base 5. For a small triangle: blue means 1, green means 2, yellow means 3, and reddish-orange means 4. For a large triangle, multiply the values by 5.
In the crystal mechanism room, use this info when examining the crystals to learn which number you need to set the dial to in the spring mechanism room. Act quickly before there's another quake and the crystals change color again!
a silvery scroll. Acquire it by searching the scrolls in the archive lobby a second time.
Read it to learn that Lucy stole your parents' pet; this refers to the penguin you haven't seen yet.
a science fiction novel. It's in your father's bedroom.
Read it, then ignore it.
a jagged-edged scroll. It's on the desk in the science lab.
Read it, then ignore it.
a quickpulp scroll. It's on the end table in the study.
Read it, then ignore it.
Other stuff
a sheet. It's on your bed.
The sheet is something you must have before you'll go into the woods, but otherwise, you never use it.
a backpack. It's in the master bedroom's closet.
Wear it. It is your player's carry-all. If you exceed your carrying capacity by taking something, you automatically move one or more of your inventory items into the backpack to make room.
The backpack is something you must have before you'll go into the woods.
Get into the habit of putting everything you have into the backpack before entering a new region; otherwise, some of your items outside the backpack might go missing. (This doesn't always happen with a new region, but sometimes?)
a flashlight. It's in the spare bedroom's closet.
The flashlight is something you must have before you'll go into the woods.
When you're outside the Atlantean base, turn on the flashlight, then touch the twinky pattern that appears on the wall to get inside. (If you ask Leslie about the base, you get a clue about this puzzle.)
By the way, the only dark location in the game is the utility closet near the end of the game, and only when the door is closed.
a shovel. It's near a huge device.
To obtain the shovel, try to take it, then when the man asks you if it's yours, answer YES.
At the blast site, dig (with the shovel) to obtain the helmet.
In the lunar crater, dig (with or without the shovel) to find a wooden chest.
a helmet. Acquire it in the blast site by digging there (with the shovel.
When the water bottle contains a tadpole, pour the bottle into the helmet to transfer the tadpole into the helmet. The tadpole sticks to the helmet's inner film.
Near a huge device, show the helmet-with-tadpole to the man, then wait. The man begins the sequence to fire the missile. (Note that McWiggy keeps the helmet.)
a hook. It's attached to the rope that's near a huge device.
After McWiggy starts to launch the missile, throw the hook at the missile.
Note: You cannot go anywhere with the hook, nor can you detach it from the rope.
CAUTION: If you throw the hook too soon, the game machinery may get stuck, and the missile launch never happens.
a small silver box. It's in the boring corridor that's one step east of the junction, but only after you've visited twice the boring corridor that's two steps east of the junction.
Take the button out of the box, then push the button. You are teleported to the Deep Interior Room.
Note that silver box and its button are both removed from the game when you push the button.
a suspicious dial. It's one of the controls in the Deep Interior Room, but it's difficult to find.
Look up controls in the almanac to learn about the significance of the number 14. Then search for 14 in the controls to find the dial. Set the dial to 14 to both obtain the dial and to open the fracture to the southeast.
In the spring mechanism room, put the dial in the panel, then set the dial to the number as clued by the crystals in the crystal mechanism room, using the colorful scroll as your guide for what the colors mean. (Of course, if there's no quaking and the crystals are clear, you don't need to set the dial at all.)
Score
This is the response to SCORE:
You have so far scored N out of a possible 100, in T turns.
Points are awarded as follows:
5 points for telling Leslie about Master Bedroom (or any other first region location).
5 points for telling Leslie about the house key (or any other first region item you're carrying).
5 points for telling Leslie about Edge of the Woods (or any other second region location).
5 points for telling Leslie about the flies (or any other second item you're carrying).
5 points for telling Leslie about Near a Huge Device (or any other third region location).
5 points for telling Leslie about the shovel (or any other third region item you're carrying).
5 points for telling Leslie about Lunar Crater or Scenic Overlook (either fourth region location).
5 points for telling Leslie about a wine bottle while carrying it.
5 points for telling Leslie about Lunar Vinyard (only fifth region location).
5 points for telling Leslie about the rock while you're on top of the rock. (You won't take the poop.)
5 points for telling Leslie about Outside Atlantean Base (or any other sixth region location).
5 points for telling Leslie about the silver box or the complicated button (either sixth region item) while carrying it.
5 points for telling Leslie about Deep Interior Room (only seventh region location).
5 points for telling Leslie about the suspicious dial (only seventh region item) while carrying it.
5 points for telling Leslie about Archive Lobby (or any other eighth region location).
5 points for telling Leslie about the damaged scroll (or any other eighth region item you're carrying).
5 points for telling Leslie about Small Chamber (or any other ninth region location).
5 points for telling Leslie about the f-shaped key (or any other ninth region item you're carrying).
5 points for telling Leslie about your father's bedroom (or any other tenth region location).
5 points for telling Leslie about the science fiction novel (or any other tenth region item you're carrying).