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- THE INSTITUTE Part I
-
- The Institute, from Screenplay is one of the most intriguing high-res
- adventures I've played in a long time. You are in a mental institution for
- some unknown reason, and your goal is simple; escape! It's not that easy,
- though. There are all sorts of fun stuff to get done (including four merry
- romps through your subconscious) before you get away. This little Solution
- should get you out of the looney bin before the game puts you in the looney
- bin.
-
- The game begins on an up note; you're in bed, drugged and unable to move.
- You have a bit of time to kill before you can do anything, so just try all
- sorts of stuff before the dwarf comes in. What dwarf you say? The one that
- appears on your bed and tells you why you're in this place, (after you TALK
- a few times first,) that's what dwarf! When he leaves, the drugs will have
- worn off. So GET UP, and look around the room. Why don't you LOOK UNDER BED?
- Well, whaddaya know! A mug! Just GET MUG, and E.
-
- First thing you see in the hall is this big mirror. I hate mirrors. BREAK
- MIRROR. A piece of the mirror will break off. GET MIRROR, and S. The door
- you see is closed. So OPEN it. Wow, look at all the neat stuff to fiddle
- with! Why not LOOK SHELVES? Don't take that bottle out into the hall, or
- you'll get busted for stealing. There's so much on that shelf that you'll
- probably find more stuff if you LOOK SHELVES again. Sure enough, there's a
- nice useful scalpel. GET SCALPEL, OPEN DOOR (to leave the room,) and S.
-
- Before you go through that door, check out the room to the W)est. You never
- know what kind of important stuff you'll hear from crazy people if you
- LISTEN to them. What was that word? Better write that down; it may come in
- handy! Wonder if there's anything in the room? Type LOOK ROOM and find out.
- Well, well, more cryptic facts. Might want to remember that slogan, too...
- go E)ast, and OPEN DOOR.
-
- Welcome to the counselor's office. You can TALK to this guy for a bit, but
- he doesn't say anything of major importance. In fact, he makes me mad...
- ATTACK MAN. ZAP!!!!
-
- Uh oh..... Well, as long as you're here, have a look around. If you LISTEN,
- you'll hear water dripping. There must be a leak in a pipe somewhere. I
- always put something under a leak to avoid making a messy puddle on the
- floor; don't you? So DROP MUG. You have a bit more time to kill, so try some
- stuff. I wonder what they stuff these walls with? Try to CUT PADDING and
- find out. Now why would anyone stuff walls with rope? O, well, better GET
- ROPE; it may come in handy. After a while, they let you out and bring you
- back to your room. Go back to the office and ATTACK MAN again. ZAP!!!!!!
-
- While you were out, the mug got filled with water. So GET WATER, and wait
- for them to decide you've calmed down enough to let you out. Then go back to
- the dispensary and GET BOTTLE. If you LOOK at the BOTTLE, you'll see it's
- magic powder. Now then; where to eat it? How about in that room to the
- S)outh? Sounds good to me!
-
- Here we are in the closet. You have some water to wash it down, so EAT
- POWDER. oooooooOOOOOOOOOOO........
-
-
- THE INSTITUTE Part II
-
- Wow, what a nice place! Well, why not look around to see what we can see?
- Try going E)ast. How to climb that cliff.... Aha! Here's where the rope
- comes in handy. THROW ROPE, then CLIMB ROPE. It's always nice to look
- through a telescope, but not if it's all blurry. FOCUS TELESCOPE, and that
- problem will go away. LOOK TELESCOPE. You'll see something. LOOK at that.
- Etc, etc, etc, until you see what you see. Now anything that's that hard to
- get to is probably worth remembering, so do so. then CLIMB DOWN. go W)est,
- and look at the corpse. Isn't this a fun game? If you LISTEN, you'll hear a
- tree mumbling. TALK to it, and it'll ask you where you're from. You have no
- secrets to keep; tell it THE INSTITUTE. CCCRRRRRAAACCCCKKK!!!
-
- Whaddaya know? CLIMB those stairs, and you'll see someone familiar. You can
- TALK to him for a while; he may say something of minor importance. But he
- does get on my nerves. Tell him to KILL himself, and he'll be gone. OPEN
- DOOR, and look around. If you TALK to the owl, he'll tell you something
- that'll make you glad you read the plaque. You may not be thirsty, but you
- may want to DRINK from the stream. In fact, keep DRINKing till you turn
- green. Go S)outh, and you'll be at the statue base. LOOK at the BASE, and
- GET the tube of GLUE that you find. Now go E)ast. This little guy may look
- silly, but if you don't TALK to him and tell him what he wants to know, he
- won't let you by. So say what the meaning of Death is, and he'll become very
- angry for no adequately explored reason. You can just KICK him over a tree,
- and he'll not bother you again.
-
- Now CLIMB the stairs, and you'll be at the log. type PUT GLUE, and when it
- asks where, say ON SHOES. This will give you enough traction to CLIMB the
- log. (You can DROP GLUE here; you won't need it again.) If you LOOK LOG on
- the other side, you'll find a hole. GO HOLE, and LOOK around. You'll find a
- bronze key and a shovel. GET them both. You can DROP them somewhere; (like
- by the owl,) you won't need them till later. Go N)orth, and TALK to the MAN.
- Since you're green now, he'll let you in. So OPEN DOOR, and LOOK NATIVES.
- Pick up what the native dropped. Now what would a native need a sturdy
- umbrella for?
-
- Go N)orth, and N)orth again. There is a face in the hole if you LOOK HOLE.
- TALK to it, and it will ask to be shown beauty equal to his own. The best
- thing to show it is itself, so SHOW MIRROR. The wall will crack, and the
- thing will fall silent. (I guess it couldn't handle seeing something as
- beautiful as itself...) If you GO CRACK, you will begin to wake up. When you
- do and appear back in the closet, EAT POWDER again.
-
- Now where am I? Oh, well; ever see Mary Poppins? So did the designer of
- this game. OPEN UMBRELLA, and you'll begin to float up. You were inside the
- smokestack of a ship. When you land, you'll see a life preserver when you
- LOOK DECK. GET PRESERVER, and go S)outh. You'll be at the stern, and these
- big icebergs will come at the ship. (Did I neglect to mention that you're on
- the Titanic? Silly me....) The ship will begin to sink.....so, SWIM, and
- you'll be at sea. LOOK DOWN, and GET CROWBAR. Eventually, you'll get eaten
- by a shark and wake up. You can DROP the PRESERVER, the UMBRELLA and the
- CROWBAR in the closet; you'll not need the preserver again, and the others
- aren't needed till later. EAT POWDER again.
-
- Hoo BOY, has your subconscious been working overtime! Okay, WATER PLANT,
- and it'll grow real big and break the door. OPEN DOOR, and you'll be in the
- altar room. Unfortunately, this is all you can do right now. So OPEN DOOR,
- and you'll die and wake up. EAT POWDER again.
-
-
- THE INSTITUTE Part III
-
- "Curiouser and Curiouser!" Do not go near that tiger yet, as he has a poor
- disposition, and will not be nice. Go S)outh, and LOOK STREAM. then LOOK
- UNDER ROCKS. Cute, isn't he? GET LIZARD, and DRINK WATER. This water is
- poisonous, and will kill you. EAT POWDER when you wake up.
-
- NOTE: From this point on, you have to do things in different dreams. They
- all cycle 1 through 4, and there is only one way to skip any. So to get to a
- certain dream, just die or get out of each dream in between and keep EATing
- POWDER till you get to the dream you want.
-
- Get to dream 3 (The Temple.) OPEN DOOR. SACRIFICE LIZARD. (Be sure you have
- the scalpel to do this.) A door will open. CLIMB those stairs behind it. Now
- HOLD BREATH. This will keep you from dying of the poison gas when you CLIMB
- the second set of stairs. Now go W)est. You'll be in a throne room.
- (Literally; try PULLing the HANDLE on the throne!) See the sphere? See the
- shaft of light? USE MIRROR, and the light will reflect into the hole. LISTEN
- until the sphere breaks open, revealing a steak and a copy of Captain Spud
- Comics. (The latter only being good for a laugh.) GET STEAK, and go to dream
- 4 (The Jungle.)
-
- This time, THROW STEAK. The tiger will go off and enjoy a hearty lunch.
- E)ast, and OPEN CHEST. GET SCREWDRIVER. Now go to dream 2 (Titanic.) Be sure
- to GET UMBRELLA before you enter dream 2.
-
- When you hit the deck, OPEN DOOR. See that picture? UNSCREW SCREWS,
- revealing a small key. You can DROP the SCREWDRIVER and the UMBRELLA and GET
- SMALL KEY. Now WAKE UP, and when you eat the powder this time, you go right
- to dream 1 (The Forest.)
-
- This time, DRINK at the stream till you turn bright green. Get over to the
- Green village, and OPEN DOOR. N)orth. Use the scalpel to CUT STRIPS. OPEN
- DOOR. Your brightly glowing body will provide light to see. Use the small
- key to UNLOCK TOOL BOX. OPEN BOX. You can now DROP SMALL KEY while you GET
- WRENCH. W)est. Now go back to where you left the shovel and the bronze key.
- By now, a funny little shrub should have grown by the stream. Use the shovel
- to DIG PLANT. DROP SHOVEL and GET SHRUB. GET BRONZE KEY, and S)outh. Now go
- W)est. Gee, no Keyhole. You'll need some pretty strong magic to make one.
- How about that word that the man told you in the ward? Say it. ZAP!!!!!
- Allright!
-
- Use the Bronze key to UNLOCK DOOR. Once inside, LOOK UP. Then CLIMB the
- ladder. There's no air up there, but the plant you dug up will provide air.
- See that touchpad. Type the number you saw on the billboard. The door
- unlocks. OPEN DOOR.
-
- Once inside, use the crowbar to LIFT COVER. Then use the wrench to TURN
- BOLT. The statue falls over, and you are thrown out, sitting on a gold key.
- You can DROP everything now; all you need is the gold key. Get out of the
- dream by typing WAKE UP, and go to the counselor's office. No one's here!
- Use the key to UNLOCK DOOR, then OPEN DOOR, and you're out!
-
-
- ə
- əKE UP, and go to the counselor's office. No one's here!