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- TASS TIMES IN TONETOWN
- Part 1
-
- On Getting There and Getting Tass
-
- Quoth the bard: "You're so square (baby I don't care)."
-
- Gramps is missing. His bed hasn't been slept in for several days. This
- man may have the brains of Dr. Who, but he is, nonetheless, in trouble.
- Start your rescue mission by going south into the kitchen, then check
- out the cookie jar. Take the key and go back north then west. From that
- hallway, you could go south into the bedroom but you'll gain nothing.
- Instead, unlock the hallway door, enter the lab and drop the key.
- Examine the fish bowl and take the guitar picks. Pick up gramps's book
- then go east. Turn on the generator power by throwing the switch, then
- enter the hoop. Welcome to Tonetown!
- You're at a construction site with a trench leading north. Follow
- alongside the trench north then enter the trench. You'll find an oddly
- silvered jar, which you should keep, then leave the construction area by
- going east.
-
- You may have noticed someone following you and muttering (well,
- snarling actually) about what a stupid tourist you are. That's the
- villain, Franklin J. Snarl, and right now you're as conspicuous to him
- as Ronald Reagan at a Star Trek convention. It's important for you to
- blend in with the local population fast, and that means getting tass.
- "Tass" is what the ancients used to call "hip."
- Go south then east into Chaz's Boutique. Look in the dyeorama, and
- realize (if you've done some exploring) that "feather foils" are all the
- rage; shell out 10 picks (the local form of barter) for your pink
- mohawk. Go east to the clothing section and purchase the Troppowear
- jumpsuit along with a hooplet (if you check out the tabloid which
- accompanies the game, you'll discover that Slippy Shirts are stockpiling
- faster than Adam computers; ignore them). Don't forget to WEAR your
- items before leaving. No dressing rooms; if you want to be tass you just
- have to show your "***".
-
- Quoth the bard: "Ennio Way You Want Me (that's how I will be)."
- With your tass new look, there's a job waiting for you at the newspaper
- office. Go south from the boutique until you've reached the Tonetown
- Times. The newspaper for sale in front of the building is the same
- newspaper which accompanies the game. Enter the building and address the
- editor by name, Nuyu. (Nuyu's name can be found in the opening titles
- for the game as well as the enclosed Tonetown Times). Based on your good
- looks, you'll be given a camera and an assignment. Go east to Ennio's
- office and turn on the printer and terminal. Follow the instructions to
- obtain a press pass. Go west then north to leave the building.
-
- Leave the jar here then go north four times until you reach the rock
- concert. At the concert, talk to the woman whose name turns out to be
- Stelgad. Show her your press pass, and you'll be escorted back stage to
- meet the Daglets. First, be sure to take a group picture, then you'll
- have a few minutes for an interview. They're excited about their new
- instruments called Zagtones. Go ahead -- try to take one, and they'll
- find an extra for you to keep. Make careful note of what they say about
- their recent cancellation at the Tower. When intermission is over, go
- south again four times back to Nuyu. Give him the photo and he'll send
- you on your main mission: find Gramps. Remember what he says about Ennio
- and Snarl.
-
- TASS TIMES IN TONETOWN
- Part 2
-
- Pick up the jar, and, from the newspaper building, go north 2 times and
- turn east. This is Fast Freddie's Restaurant and local house of Saturday
- Night Fever. Take the mitts and wear them. If you wish you may drink a
- Fizzie and order a glo-burger. Leave by going west. Go north once then
- turn east. Here at Flo's Party Supplies you can listen to her sad tale
- about what happened to her skating rink, but it's more important for you
- to buy one of her masks. Take the black mask and wear it, then go west.
- Go north to the concert in the park then turn east. Here begins the
- mysterious wetlands where many have disappeared; so you may wish to save
- your game. Go north six times, being careful not to stop along the way
- in the heavily covered mushroom grounds -- the stuff is almost like
- quicksand. When you reach the cliff, get a red devil, which will
- automatically go into your special jar.
-
- Go south six times then turn west to the concert, then west once again.
- Now read the description carefully. If Ennio says "I SMELL SNARL MEAT"
- then DON'T go down the well! Snarl is there and he'll end the game for
- your having invaded his private sanctum! Instead, walk around a little;
- listen to the music of the Daglets. Come back in a few moves.
- If Ennio does not smell Snarl, then save the game and go down the well.
- At the bottom turn west. There is one of those amazingly stupid, but
- toothsome, monsters down here. His name is Philbert and he could finish
- you in one bite, except that with the mask you seem to resemble his
- master Franklin. Go west again then north three times and up the ladder.
- The watchdawg (sic) is easily placated by Ennio. Go north. From here,
- if you wish, go west and explore Snarl's mansion. When you're done,
- return to this spot and go east. Unlock the gate but don't open it.
- There are two strange creatures guarding that gate on the other side,
- who will sound an alarm if it opens. You'll deal with them later.
-
- Go west then south and reenter the tree. Go south three times then
- east. Once again, if Ennio "smells Snarl meat" DON'T continue east. WAIT
- until Ennio no longer senses the villain. If it's safe, go east again
- then back up the well.
- Drop the mask, then go east, south, and west. Here is Snarl's Pet Shop
- where he's been pushing some questionable creatures on the public. If
- Snarl isn't here, read the clock on the door to see when he'll return.
- Examine the alarm equipment or simply type "wait" a number of times
- until Snarl returns. Buy one of his pets, a lovable one named Blobo, and
- leave the shop by going east.
- Go north, west, north and west, where your new pet will desert you but
- dig up one of Snarl's valuable possessions: his debossed metal card
- (check out the lost-and-found section of the Tonetown Times). Sweet
- lovable Blobo is gone, but take the card and go south.
-
- Quoth the bard: "Well that's alright, Grampa."
-
- Go east three times then north twice and then east again three times.
- There are hazards all along this route, and any sightseeing may end the
- game. But if you're curious about a tribute to an old friend from
- another company which is now a part of THIS company, try entering the
- cave (whew!).
- Go east again then go north three times to the boat. Enter the boat and
- steer west. Go south once then west and finally north. Here is the
- infamous tower. Go north into the tower and west into the elevator.
- Insert Snarl's card in the slot and push Button 5. Go east to...GRAMPS!
- Hit cuffs with zagtone and go back west into the elevator with Gramps at
- your side. Push Button 1, go east then south and finally enter the boat.
- Leave the island by going south, then continuing west.
-
- TASS TIMES IN TONETOWN
- Part 3
-
- Quoth the bard: "My eye is shaking and my nose is weak."
-
- Go west from the dock into the forest. Go north to the devil-tree, and
- this time get a mushroom. Go back south and then west. Here are the
- strange guards who are preventing you from opening the gate into Snarl's
- estate. Throw mushroom at eye (or nose) and you've put them out of
- business. Open gate then go west. Continue west twice into the house and
- north into the laboratory.
-
- Quoth the bard: "Shake, Rattle, and Snarl."
-
- While Gramps and Snarl are struggling, it's time to remember Nuyu's
- wise words: Sick (or sic) Ennio on Snarl. Quick! Give Gramps his lab
- book. Talk to Snarl now if you care to hear the story of how the monster
- came to be.
- Finally, open the jar and the lightning will put Snarl out cold. Push
- Snarl through the hoop.
- Welcome home, and pity the three poor creatures who once were your
- enemy. Visit Tonetown again? Any time!
-
- TASS TIMES IN TONETOWN is published by Activision, Inc.
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