WORM IN PARADISE (?) (?)
Before describing a solution to this adventure, it must be accepted that
there's not a move-by-move answer to your problems from start to finish!
Only the very early part of the adventure is constant, as far as a solution
is concerned. This is due to two main features:
- THE EDEN TRANSPORT SYSTEM: which throws up different address locations
on each load of the game.
- THE FUZBOTS OF ENOCH: who could crop up anywhere at any time.
These being obviously in addition to any normal problems you may generate by
the wrong action. Other notable features are:
- THE ENOCH TIME SYSTEM: be sure to be home before curfew is imposed,
and do not attempt to start a job too late in
the day, or the Workplace Droid will reject you!
- NEVER BE IN DEBT: you cannot afford the fine AND complete the
game so keep an eye on your Creds by EXAMINE TATTOO.
THE EDEN TRANSPORT SYSTEM:
Refer to your maps for clarification! This consists of three ETS Roundabouts
all accessible from the Northmost roundabout. They are uniquely colour-coded
by the FIRST COLOUR mentioned on a grid location, as follows:
RED........the ETS EAST
BROWN......the ETS NORTH
BLACK......the ETS WEST
When entering an ETS type JUMP to reach the centre and say EXIT to leave
(then SOUTH).
There are SIX important addresses on the ETS which you must visit, BUT they
may differ on each loading of the game!
- YOUR HABIHOME
- THE SOCIALIST'S HABIHOME
- THE JOB CENTRE
- THE TRAVEL AGENTS
- THE FLORISTS
- THE HARDWARE WAREHOUSE
The first one is easy to find and you don't really need to remember this
address-just type SAY HOME in open areas, other than exits from roundabouts
leading to an ETS, and you are deposited one move North of your Habihome
(SOUTH to enter). On leaving your Habihome, type SAY EXIT then SOUTH and
you're placed somewhere on the Northmost Roundabout, depending on your home
address.
The second one (Socialist's Habihome) is found by examining a brooch.
The remaining four are given out on television advertisements.
The different addresses found so far may not provide for EVERY possible
address but most codes are mentioned. They are as follows:
A. SOCIALIST'S HABIHOME:
CODE: RED/YELLOW/BROWN/BLUE/GREY/VIOLET/BROWN
EAST ETS: Route from centre is: SE-SW-SE-S-SE-SW-SW-S-SW-SW-SW-W-W-S-S.
CODE: BLACK/GREEN/BROWN/ORANGE/WHITE/BLACK/ORANGE
WEST ETS: Route from centre is: SW-S-SE-SW-SE-S-SW-SE-SW-SW-SE-E-E-E-SW-S.
B. THE JOBCENTRE:
CODE: BROWN/GREY/GREEN/VIOLET/GREY/YELLOW/RED
NORTH ETS: Route from centre is: S-SW-SE-SW-SW-SE-S-S-S-S-SW-S-S.
CODE: RED/WHITE/GREEN/VIOLET/BROWN/BLUE/BROWN
EAST ETS: Route from centre is: S-S-SW-SE-SW-SE-SE-SE-SW-S-SE-E-E-SE-S.
CODE: RED/VIOLET/GREEN/BROWN/BLACK/VIOLET/BROWN
EAST ETS: Route from centre is: S-SW-SW-SW-SE-S-SE-SW-SW-SW-SE-E-E-E-SW-S.
C. THE TRAVEL AGENTS:
CODE: RED/VIOLET/YELLOW/ORANGE/BLUE/GREY/VIOLET
EAST ETS: Route from centre is: S-SW-SW-SW-S-S-SW-SE-SE-SW-SW-SE-S.
CODE: BLACK/YELLOW/YELLOW/BLUE/BROWN/BLACK/BLACK
WEST ETS: Route from centre is: SE-S-SW-SW-SW-S-S-S-SW-SE-SE-E-E-W-S-S.
CODE: BROWN/BROWN/YELLOW/GREY/YELLOW/GREEN/GREY
NORTH ETS: Route from centre is: S-SE-S-SW-SW-SW-S-SW-S-SW-SE-E-E-E-S-S.
D. THE FLORISTS:
CODE: RED/BLUE/RED/BLUE/BROWN/BLUE/GREY
EAST ETS: Route from centre is: SW-SE-S-SW-S-S-S-SE-SW-SW-SE-E-E-SE-S.
CODE: BLACK/BLACK/RED/YELLOW/GREEN/GREY/BROWN
WEST ETS: Route from centre is: S-S-S-SE-SE-SW-SE-SW-S-SE-SE-E-E-E-SW-S.
CODE: RED/GREY/RED/BLACK/ORANGE/WHITE/BLACK
EAST ETS: Route from centre is: S-SW-S-S-S-SW-S-SW-S-SW-SW-W-W-E-S-S.
E. HARDWARE WAREHOUSE:
CODE: BROWN/BLUE/ORANGE/ORANGE/RED/WHITE/BLACK
NORTH ETS: Route from centre is: SW-SE-S-SW-SE-S-SE-S-S-SW-SE-SE-S.
CODE: RED/BLUE/ORANGE/BLACK/ORANGE/RED/ORANGE
EAST ETS: Route from centre is: SW-SE-S-SW-SE-SW-S-S-SW-S-SE-E-E-W-SE-S.
(NOTE: Do not type ahead too far in advance as the parser becomes confused
If however, you become lost, just type JUMP and start working through the
appropriate sequence of directions again.)
The final note before commencing the game is regarding the clock. It is a
decimal clock (0-10)... 5 is Midday and 10 is Midnight. Curfew is 10-3. Each
hour consists of 100 minutes - WAIT command uses 10 minutes any other single
input uses 1 minute.
It is wise to tackle the adventure in day stages but don't waste any days
because after about a week the Fuzbots get fed up of you wandering about and
fine you for being a parasite of the state, irrespective of your work
record.
THE SOLUTION:
The early part of the game is constant. You start in a dream in a Garden in
Paradise.
TAKE BENCH - E - S - DROP BENCH - ON BENCH - EXAMINE TREE - TAKE APPLE -
BITE APPLE - W - W - W - N - KICK BEHEMOTH - N - W - WAIT - N - W - W - WAIT
- W - EXAMINE BEHEMOTH - TAKE SCALE - W - N - N - N - N - (Awake from
Paradise Dream wearing a visor) - (You are in a Dream Alcove in the
Beautiful Octagonal Room).
DAYS 1&2:
DROP VISOR - BREAK COLLAR - WEAR COLLAR - S - NW - WEAR VISOR - SE - W - W
- S - S - S - S - S - W - S - S - E - E - S - IN - SE - (SELL your spare
organs to raise the necessary Creds) - YES - E - (you stay overnight and are
returned to the Foyer next morning) - OUT - N - W - W - S - E - E - E - E -
E - E - N - TAKE MEDALLION - S - W - BUY FLAG - YES - S - W - W - W - W - IN
- BUY BOX - YES - OUT - N - E - EXAMINE MEMORIAL - WAIT - (until a potential
Socialist arrives and is arrested) - LOOK - TAKE WALLET - SAY HOME - S - E -
EXAMINE WALLET - EXAMINE BROOCH - (make a note of the colour code - it's the
Socialist's address on the ETS) - DROP WALLET - DROP FLAG - DROP BOX - DROP
MEDALLION.
YOUR HABIHOME:
The poster is really a television screen. SAY ON to operate it, or SAY OFF
to close it down. In the Bodymaint is a nozzle - SAY ON for a refreshing
shower but remove your tradclads or other clothing first! The shower will
remind you of this! If you don't shower REGULARLY the Droids may refuse to
serve you. The crack in the wall is your bed slot. SAY BED and it will swing
down. LIE ON BED to use it. If you SAY BED while you're still on it you are
swung down to the Undercity below your Habihome, but wait until you're sure
that you know how to get out again before you try this! When your tattoo
buzzes and announces Curfew in 1 hour, type SLEEP while on the bed and make
a note of your dream. It may prove useful - REMOVE TRADCLADS - N - SAY ON -
(have a shower) - WEAR TRADCLADS - S - EXAMINE POSTER - SAY ON - EXAMINE
TATTOO - (note the time and the amount of Creds you have) - (continue to
EXAMINE POSTER or even EXAMINE TV until you have got the addresses of the
JOBCENTRE, TRAVEL AGENTS, FLORISTS and HARDWARE WAREHOUSE. It may take quite
a while but they all appear eventually!) - SAY BED - LIE ON BED (when curfew
is announced) - SLEEP.
DAY 3:
Go to the Florist's Shop, buy the wreath, leave the ETS and make your way to
the Memorial in the Theme Park. DROP the wreath at the Memorial. Go to the
Jobcentre and take a job as a Clerk. If you're offered a YTS/YOP job, SAY NO
and she'll offer you a job as a Clerk, eventually - if she doesn't you'll
have to return the next day. Maybe you haven't showered. Take the card to
the Workplace and go DOWN. After your days work you're escorted out again.
SAY HOME and go SOUTH into your Habihome. Go to bed and SLEEP after curfew
is announced
DAY 4:
Visit the Jobcentre again and get a job as a Labourer (turn down YTS/YOP and
the Clerks job), take the card and proceed to the Workplace. This time upon
entering you're taken to a Workshop. Go WEST and you are in the Waldroid
Control Cocoon. You now assume the role of the Waldroid in the Workshop. Go
EAST and make your way to the Hardware Warehouse. (The Waldroid behaves
exactly as if it was you moving about i.e. JUMP, SAY EXIT, etc). Buy the
valve. You obtain it for nothing on the council rates; if you had tried to
buy it as yourself it would have cost you 1000 Creds! Return to the Workshop
- the Waldroid controls die and you return to your normal role. EXAMINE the
WALDROID on the way out and TAKE VALVE. Go home, drop the valve, WAIT until
curfew is announced then SLEEP.
DAY 5:
Have a shower and proceed to the Pet Shop in the Pleasure Dome (9 Creds to
go NORTH through the turnstile). There is a Dagget here that was 800 Creds
on Day 1 but is now only 500 Creds. BUY DAGGET.
THE DAGGET:
This is a robot dog. EXAMINE it to reveal that it is a kind of plastic
labrador It operates on batteries through a Batpak. There is no need to
carry the Dagget for as long as he is fitted with the Batpak he'll follow
you around and you don't risk getting fined for possessing him then To
immobilise the Dagget, or stop him from following you, REMOVE BATPAK and
then drop it. The Dagget winds down after a few moves. Ignore the majority
of his crazy antics. They appear purely for show. Go to the Museum and
REMOVE BATPAK. You now have to steal a Helmet and Leotard from the
exhibition without anyone seeing you do it or leaving with the stolen items.
Also there is a security screen covering them. The exception to the latter
rule is when the Tourist Guide comes in and shows the exhibits to some
tourists. WAIT until the tourists leave, then TAKE HELMET AND LEOTARD (you
only have ONE move before the screen comes down again!). PUT HELMET IN
DAGGET - REMOVE TRADCLADS - WEAR LEOTARD - WEAR TRADCLADS. no - one is any
wiser as to your misdeeds now. Don't forget to TAKE DAGGET and then go back
to your Habihome.
REMOVE HELMET - DROP HELMET - REMOVE TRADCLADS - REMOVE LEOTARD - DROP
LEOTARD - WEAR TRADCLADS - PUT BATPAK IN DAGGET.
Take the brooch from the wallet and go to the Socialist's Habihome. The
Dagget will find an Invitation for you. Return home with the Invitation.
Remove the Batpak from the Dagget and DROP BATPAK. Examine the Invitation
and note the time of the meeting (usually at '6'). Drop the brooch, take the
medallion and valve, together with the invitation. WAIT until the Dagget
grinds to a halt then go to the Bison's Temple at the far North of the
Pleasure Dome Corridor. Time is important here, as you're only allowed a
couple of minutes leeway from the time stated. WAIT or go SOUTH then NORTH
until ONE MINUTE BEFORE the appointed time of the meeting. Remembering that
a move is ONE minute, WAIT is TEN minutes. (EXAMINE TATTOO regularly). At
the appointed time, enter the Temple and WAIT until the Bison leader comes
out to meet you. Joining fee is 100 Creds. After becoming a Bison go WEST to
the Temple Bar and BUY the Bottle of Wine, then go home. Drop the medallion,
valve and bottle and leave the Dagget for now. Take the wallet and brooch,
together with your invitation, and hand them in to the Police, at the Police
Station, in the order: - GIVE INVITATION - GIVE BROOCH - GIVE WALLET. They
tell you something you already know and you receive a small reward - EXAMINE
TATTOO. Return home, have a shower and SLEEP when curfew is announced.
DAY 6:
TAKE BATPAK - PUT BATPAK IN DAGGET. (You need him for the next task). Have a
shower again and proceed to the Jobcentre yet again. Turn down everything
and as the Droid shakes our hand it realises that you are now a Bison and
offers you a job as a Managing Director. Go to the Workplace with the
Dagget. This time, upon entry, you're shown to a Fabulous Office entrance.
Go NORTH and you're up to your neck in carpet - but the Dagget keeps it at
bay so as not to impede your progress. Go WEST to your desk in the
Boardroom. After your day's work you're escorted out - with not a little
increase in Creds. (EXAMINE TATTOO) Make your way to the Travel Agent's and
buy a ticket. You couldn't have bought it before because it only sells to
Bisons, but make sure you've had a shower that day Go home, WAIT until
curfew is announced then SLEEP. You're going to need all your wits for the
last day.
DAY 7:
This is the final day and it is essential that you SAVE game up to this
point as a lot of things could still happen - even on the last move Don't
worry about the time or Creds, you'll soon have plenty of both, providing
you're in the right place with the right equipment. Deactivate the Dagget
(REMOVE BATPAK - WAIT) and after your morning shower proceed to the Hardware
Warehouse and buy the Vidcam, (cost is 300 Creds). Return home, get the
ticket, ensure that you are still carrying the Vidcam, then SAY BED - LIE ON
BED - SAY BED. You are taken down to the Undercity. Refer to the map and
proceed SOUTH to the Disgusting Junction. Go WEST and TAKE SIGN then DROP
the sign at the Disgusting Junction. It tells the Droids where the rubbish
and junk should be deposited. They always leave it by this sign Go back to
the Cluttered Stained Room (WEST) and you'll notice a Junk Heap.
The cleaning Droids will eventually move this to wherever you have placed the
sign - but you must be very patient! When the junk heap is all moved from
this location an exit South through a grill is revealed. A more useful exit,
that was there all the time but not mentioned in the location description,
is North past the Waterfall to a ledge behind! Move NORTH ONCE ONLY from
behind the waterfall and you will see a Flying Saucer. The wiggly roots
before you are part of an alarm/gas system so stay put! SQUEEZE VIDCAM to
record the scene then proceed SOUTH - SOUTH - EAST to the Disgusting
Junction. If the junk heap has not appeared here yet then have a walk around
(or WAIT) awhile. When the junk heap materialises CLIMB HEAP then UP, and
you pass through the manhole - one way - to the Workplace Roundabout Exit of
the Southmost Roundabout.
Proceed to the Police Station and GIVE VIDCAM. Go to the Riverboat Platform
in the Theme Park and then NORTH to cross the river to the Island of the
Mighty. (This is ONE - WAY once only!). Follow the map to the South of the
Fabulous Foyer where you see a Reception Droid. On arrival you are escorted
by elevator to the Top Floor and subsequently interviewed about the aliens
on television. The 3rd Kimberley rewards you (1000 Creds) and makes you a
Party Member. You are then taken back home.
FINAL SEQUENCE OF EVENTS:
REMOVE TRADCLADS - (but still carry them!) - TAKE LEOTARD - WEAR LEOTARD -
TAKE HELMET - TAKE BOTTLE - TAKE MEDALLION - TAKE VALVE - (these latter 2
items to trigger the alarm) - TAKE BOX - PUT BATPAK IN DAGGET - (Now is his
finest hour!) - TAKE DAGGET - (he won't necessarily follow you on this one)
- SAY BED - LIE ON BED - SAY BED.
Drop the Dagget and proceed to the Disgusting Junction. Take the sign and go
EAST to the location described as Between Dry Pillars and festooned in red
tape. Drop the sign here, then proceed: WEST - WEST - NORTH - WEAR HELMET -
THROW MEDALLION NORTH - the alarm sounds and gas flows in. a Technician from
the Saucer will look out, see no - one and proclaim False Alarm. THROW VALVE
NORTH. the Technician records another false alarm and orders the system to
be shut down until Maintenance check it over. BUT this is NOT immediate so
WAIT at least FOUR TIMES until an occupant of the Saucer has looked out
another TWICE.
Now go NORTH - NORTH for a bit of a surprise! (This is where you say goodbye
to your old friend. Wipes tears of emotion away and cancels the Kennomeat!).
TAKE COSTUME then EAST to the East/West Corridor.
Remove and drop the helmet and leotard here then WEAR TRADCLADS. Go to the
Red Tape location and WAIT until the Junk Heap materialises. When it does
CLIMB HEAP then UP. This time, however, the manhole is rusted up somewhat,
so REMOVE CORK. The cork pops out of the bottle and wine sprays over
everything, lubricating the manhole cover.
IMPORTANT NOTE: TAKE CORK. You'll need this right at the end!
UP - N - NE - N - EXAMINE BUTTONS - PUSH WHITE BUTTON - PUSH WHITE BUTTON -
S - E - PUSH MIRROR - U - THROW BOX NORTH - N - N - fire extinguisher - PUT
CORK IN ORIFICE.
FINAL MESSAGE:
You block the orifice and stop the foam. You threaten to tell the truth
about fake aliens and wave the costume as proof. Eventually a deal is
struck. You give back the alien costume and in return are adopted into the
Party Leadership.
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