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- BALLYHOO
- Part 1
- GETTING AROUND THE CIRCUS
- Hurry, hurry, hurry! Step right this way, ladies and gentlemen,
- to see the wonders of the ages. Witness death-defying feats of
- derring-do and digital dexterity! Behold the fascinating freaks
- of fiendish fortune, fettered with fantasies far from the
- furthest feelings of the fortunate few! Experience elephants,
- learn from the lions and make a monkey out of yourself! All this
- for one thin dime, one tenth of a dollar! Hurry, hurry, hurry!
- (Get away from here kid, you bother me!)
- Infocom's latest mystery game is far from what you might expect
- if you've played WITNESS, SUSPECT or DEADLINE. In fact, it has
- more in common with the adventure series, where you have to find
- the right items and do the right things with them in order to
- solve the game.
- So let's begin. As always, mapping is a key to playing through
- successfully. All the action takes place on the grounds of THE
- CIRCUS THAT TIME FORGOT, INC. At the start of the game, there
- are only a limited number of places you can visit, so your first
- job is to find out how to get to those other places that are
- currently blocked to you.
- You begin In the Wings. The Big Top lies to the north, and the
- rest of the circus grounds south. So head south.
- You are in the Connection, a kind of crossroads. You will see a
- midget. If you have read the Official Souvenir Program, you will
- recognize him as Comrade Thumb, a Russian emigre clown. A word
- of advice: You will find few people here on your side, so make
- friends where you can. "Lift the midget" to help the poor guy
- get a drink, then note where the fountain is for later. There is
- a temporarily impassable turnstile to the east, so go south
- again.
- You are now Near the White Wagon, the business office. The door
- is locked and you have no key, so leave this for later. But do
- take the pole that is sticking out from under the wagon. Read
- the banner to the south. "Egress" is not a wild beast, but stay
- away from it anyway if you don't want the game to end. Instead,
- head west.
- You will be by a second turnstile. Two clowns will get through,
- but you can't yet. Be sure to watch and listen to everything
- they do and say. If you look into the cage by the turnstile, you
- will see the blind guard, Harry. Harry is a veritable
- encyclopedia of information, and about the only friend you can
- talk to. Be sure to applaud when Comrade Thumb finishes his act,
- wait for him to pass through, then head west again.
- You are now in the Prop Tent. Leave everything you see, and
- hide behind the cardboard cutout of William Howard Taft, then
- listen to the whole conversation. The owner's daughter, Chelsea,
- has been kidnapped! By the sound of him, this detective that Mr.
- Munrab (spell it backwards) has hired is no Sam Spade. There's
- only one person who can find Chelsea, and that's you!
- After they leave, head east into the Back Yard, then north to
- Beside the Big Top. Pick up the mask, and then go east back to
- the connection. Head north again into the wings. A portion of
- the bleachers has been pulled away. Head northeast, search the
- garbage and take the ticket you find there. Then head southwest
- and north.
- You are now in the Performance Ring, ready to perform your
- first death-defying act. The roustabout with the headphones you
-
- saw leave as you entered the Big Top (remember him!) has removed
- the safety net. So drop everything but the fiberglass pole, and
- climb the rope ladder. Keep going east until you reach the other
- platform. Now that was easy, wasn't it? Take the balloon, and go
- west until you get back to the first platform. Try to go down.
- You'll drop the pole, but never mind. Then down again and pick
- up everything, then go south twice back to the Connection.
- Punch either the red or blue dot on your ticket, then "insert
- ticket in slot." You'll get your ticket back and you can go east
- through the turnstile into the Midway. You must repeat this
- every time you use this turnstile.
- Examine the pitchman and the detective (and the monkey). Then
- go south into the Menagerie, and southeast into the Menagerie
- Nook. To the north is a cage. Look inside it. Use the pole to
- get the key ring, then unlock the cage, open the door and go
- north into the cage. Take the headphones and the bucket, go
- south, northwest, north, and west back through the turnstile.
- Make your way back to the Prop Tent. I found it a good place to
- leave everything until you need it. Drop everything but the
- balloon. Go east.
- Now "open the balloon"; then "inhale helium" and say "Harry,
- hello." Your high-pitched voice will make him think you are
- Comrade Thumb, and he will buzz you through. Go south.
- You are now in the Camp (East), west of Gottfried von
- Katzenjammer's trailer. Head west to Camp (West), with Clown
- Alley to the South. Leave both of those until later. Instead,
- it's time you learned the fine art of "sidewalling." "Sidewall"
- or "crawl under" the canvas, and you'll find yourself back in
- the Prop Tent.
- Aha! What is this? A piece of wood? Examine it. Seems harmless
- enough, so pick it up. When prompted, try entering an obscenity;
- if shy, just say "ow." Drop the mousetrap, take the piece of
- meat out of the bucket, and then drop the meat.
- Timing is crucial here. Go east out of the Prop Tent, then west
- back in. You'll hear scurrying. Go out and back in again. You
- will see a mouse. "Catch mouse with bucket."
- Now take the ticket and the bucket and head back to the
- Menagerie. The real fun is about to begin!
- Part 2
- MAKING YOUR PRESENCE FELT
- Okay, you're back at the Menagerie, armed with your ticket and
- a bucket with a mouse in it. Try going east. You have just met
- Hannibal, the elephant. Take the mouse, then show the mouse to
- the elephant twice. Hannibal will blow the mouse out of your
- hand. Wait. The petrified pachyderm will break loose from his
- chains in fright and plow through the fence to the southwest. Go
- through the elephant-sized hole to the southwest.
- You have returned to the White Wagon, only this time you notice
- a ladder attached to the rear. Climb up the ladder until you are
- On the Wagon. Turn the crank, then look in the wagon. Mr. Munrab
- is hard at work. The poor man is so tense, you shouldn't bother
- him. But you have to get in there, so you must get him to leave
- first. From your perch, knock on the door. He will open the door
- and, quite perplexed at finding no one there, he will leave.
- Time is of the essence now. Go "in" and lock the door. Ignore
- the books and the sheepskin; just examine the desk and take the
- spreadsheet you find there. Now, move the desk and "up". You
- will be back on top of the wagon and Mr. Munrab, none the wiser,
- will close the panel. Go down to the ground, making sure you
- pick up anything you might have dropped, and back northeast to
- the Menagerie.
- Now, go north, east, and east again till you reach the Far End
- of the Midway. Go north, then northeast or southeast around
- Tina, and take the stool. Ignore Tina for the moment; she will
- certainly ignore you. Make your way back to the Midway and
- return to the Prop Tent, either through the turnstile or by way
- of the elephant-sized hole southwest of the Menagerie.
- Once you have side-walled a tent, you only have to type a
- direction to go under it again, so go south from the tent and
- east to Katzenjammer's trailer with the skeleton key in hand.
- Examine the trailer. Unlock and open the compartment, then take
- the bullwhip. Go north through the turnstile and then ask Harry
- about the lions. He will tell you that only Elsie responds to
- the whip. Return to the Prop Tent and make sure you have all of
- the following: the key, the stool, the whip, and the meat. Now
- go east twice and north three times into the Performance Ring.
- Unlock the cage with the key, open the door, and go west into
- the Lions' Den. The male shaggy lion is Nimrod; the
- smooth-bodied female is Elsie. Keep cracking the whip at the
- smooth lion until she lies down and yawns, then open the grate.
- The stool will keep keep the shaggy lion at bay. Throw the meat
- into the passage, then go east. Go back into the cage and close
- the grate. Move the lion stand and you will find a cigarette
- case.
- Return to the Prop Tent. Carrying your ticket and the cigarette
- case, go east. Ask Harry about Andrew and Jenny, then be sure to
- give him the cigarette case. He will feel it and tell you it
- belongs to Andrew. Go north, east, insert your ticket, and east
- again through the turnstile, then east once more. Now go south.
- You are in Jennifer's Boudoir. Show the case to Andrew. Show
- the case to Jenny. Observe the fracas that follows with
- amazement and listen to what is said about the meeting later
- that night in Katz's trailer. Now go up the stairs into the
- Wardrobe Closet. Take the dress/suit combination and search it.
- Take the veil you find. Take the shawl/jacket combo and go up
- and out of the closet and north. Make your way back to the Prop
- Tent and relax a minute.
- For the next series you will just need your ticket. It's time
- to visit Rimshaw the Incomparable. Return to Midway of the
- Midway and north into the Hypnotist's Parlor. You must give him
- your ticket, which he will return. You can say "Rimshaw, read my
- palm" and "Rimshaw, read my head" for fun; but you're on serious
- business here. Say "Rimshaw, hypnotize me," and he will.
- In your dreamlike state you will return to your seat high up in
- the bleachers, with a terrible hunger. Stand up. Now go east,
- up, east, down, east, up, east, and down. On the way, ignore the
- hawker. He will relieve you of $1.85 without your lifting a
- finger. As soon as you find yourself back In the Wings, a monkey
- will land on your back. Go south to the Connection, then get in
- line at the concession stand. Wait till the second line starts.
- You will have to type "get out of line" twice, then "get in
- short line." Wait until Jerry's friends all arrive, then get out
- of the line. When asked if you really want to surrender your
- place in the long line, say "Yes." Get in the short line, get
- out of the short line then get in the *long* line. Reverse
- psychology pays.
- Now you have a chocolate-covered banana. Bite it. Hmmm, someone
- else is hungry, too. Drop your hard-won prize and go north Into
- the Wings. Say hello to the hawker you see taking a break there.
- Then go up. Some stranger will hurl a granola bar at you and
- you'll wake from your trance. Stand up and go south, then west.
- Now side-wall the tent, and you're Under the Bleachers. Search
- the garbage and you'll find the granola bar. Take it and go
- south.
- Who do you know that might appreciate a granola bar? Yes, go
- east and east again, then north. Examine Tina. She is holding a
- radio. Go northeast or southeast around her, then give her the
- granola bar. That got her attention! Say "Tina, hello." Take the
- hand she offers you, then kiss it. Go northwest or southwest,
- and you will find the radio. Take it and go south. Return once
- again to the Prop Tent.
- Part 3
- GATHERING CLUES
- You are once again in the Prop Tent, and it's time you got on
- with the actual business of solving the crime. You have already
- obtained a clue: the spreadsheet. Examine it. It describes the
- steadily deteriorating financial condition of one Eddie
- Smalldone. Unfortunately, this is not much to go on.
- Examine the headphones. Rewind the tape and then play it until
- you hear the subliminal voice. So Rimshaw is in on this! Rewind
- the tape again.
- For the next series, you will need your ticket, the key, the
- radio, and the headphones. But first, pay a visit to Harry. Go
- east and ask Harry about Eddie Smalldone, then ask him about the
- circus and the gorilla. To tame the gorilla, you will need
- soothing music, and all you have is Jimi Hendrix and a
- static-producing radio. Consult your souvenir program again,
- then turn the radio to WPDL, 1170 on your AM dial. Not much of
- an improvement, I'm afraid. You will have to improve your
- reception noticeably.
- Make your way to the Menagerie Nook. Drop your ticket and the
- key, then climb the cage. The static will miraculously
- disappear. "Record music" and wait until the tape stops, just to
- be sure. Rewind once again to the beginning, then go down.
- Oops. You seem to have died. Naw! Try typing "restore," then
- "wait." Take the key and ticket, then go northwest. Unlock the
- cage with the key, open the door and go west. Behold Mahler the
- Gorilla! (Just for fun, you might try this wearing the gorilla
- suit!) Search the straw. A trap door! Now play the tape. Mahler
- will leave you alone so you can open the trap door and take the
- ribbon that is in there. Go east and close the door behind you.
- Make your way back to the Prop Tent.
- Drop off everything. Take the mask, then go south. Wear the
- mask and knock on the door of the trailer. When Chuckles lets
- you in, go south. Examine the ash tray, move the ash and take
- the scrap of newspaper revealed. Chuckles by then will see
- through your disguise, but his careless tongue will have
- revealed "the grift" (i.e., illegal gambling), and that to reach
- it you must shove "Annie Oakley" (i.e., your ticket) under the
- front by the elephant tent. (See the souvenir program for
- translation of circus lingo.)
- Go back north into the Prop Tent, and make sure you have the
- bucket and your ticket. Then make your way to the Menagerie
- Nook. Slide your ticket under the front, then go east through
- the secret panel. Take your ticket again.
- Now it's time to play a little blackjack. There is a $2.00
- house limit, and it doesn't really matter if you win or lose.
- Play a couple of hands, then type "open panel." Instead of
- obeying your command, the game will suggest you play another
- hand. This time, however, something has changed. You will feel
- someone tapping on your foot. If you pay attention, the number
- of taps indicates the value of the dealer's hole card. Try to
- look under the green tablecloth. The game's odds have swung
- about to your favor, so play as long as you like until Billy
- Monday 86's you from the Blue Room. Go northwest, then north.
- You will see the body of the detective. Is he dead? He sure is:
- Dead drunk, that is. You will have to revive him. Go west
- through the turnstile. About this time, you will run into
- Comrade Thumb again. By sign language, he will advise you to
- return to the Blue Room. First, you must deal with the
- detective. Pour water on him. This will revive him, and bring on
- sudden feelings of shame and remorse. You must exploit those
- feelings while you have his attention. Say "Detective, give me
- the ransom note." He will produce the note and a trade card for
- Dr. Nostrum's. (You have one in your BALLYHOO package; it has a
- picture of a cute blonde girl with a red ribbon in her hair.)
- Return to the Menagerie Nook, and drop the bucket. You won't
- need it again. Once again, slide your ticket under the front,
- and go east into the Blue Room. Look under the tablecloth, and
- take the suitcase. Open the panel and...too late! The suitcase
- is ripped out of your grasp and the culprit dashes west through
- the open panel. You must stay hot on his heels! Go west, then up
- and up again. Which way did he go? Which way did he go?
- Never mind. You've got more important things to worry about,
- like the elephant prod that comes bursting through the tent near
- you! The tip is deadly, but only the tip. So go in any direction
- until the second time the prod is pushed through the tent. Grab
- the shaft, then pull it or push it. You are now out of danger.
-
- Go down and down again. The cowards have vanished. But you have
- gathered all the clues you need. It is time to take stock of
- your position, so return to the Prop Tent again. You are almostdone.
- Part 4
- SAVING THE DAY
-
- Take the trade card, ransom note, ribbon, spreadsheet, and
- scrap of newspaper. Examine the scrap. Read the ransom note.
- Compare the scrap to the ransom note. Aha! Examine the ribbon.
- It appears to match the one worn by the girl on the trade card.
- Let us now marshall our facts: 1) The circus is not doing well financially.
- 2) Eddie "Chuckles" Smalldone is involved because the scrap you
-
- found in his trailer matches the scraps used to make the ransom
- note.
- 3) Rimshaw the Incomparable is involved, because of the
-
- hypnotic voice of the headphones. His unwilling accomplice is
- the roustabout you saw wearing the headphones early in the game. 4) Andrew is involved, because Jenny told you so. But you are
- not likely to see either of them again. 5) Billy Monday is involved, because you assume that Chelsea
- was in the suitcase he took from you.
- 6) Gottfried von Katzenjammer is involved, because you know a
- meeting is set for his trailer this evening. Take the five clues, go south, and east. You will find Chuckles
- "polishing" the lion tamer's trailer. Say "Eddie, hello." Then
- show him the clues in this order: the spreadsheet, the note, the
-
- scrap, the ribbon, and the trade card. Guilt-stricken or scared
- out of his floppy shoes, he will beat a hasty retreat.
- Now, how to get into the trailer? Once again, you must disguise
- yourself. Return to the Prop Tent, then get and wear the
- following items: the dress-suit combination, the shawl-jacket
- combo and the veil. Drop everything else.
- Go south and east, then knock on the door. Katzenjammer,
- mistaking you for Andrew/Jenny, will leave you alone by the
- trailer. Time's a-wasting! You don't know when he'll return, so
- go east into the trailer.
- Close the door. You will find a crowbar. Take it. Now move the
- moosehead. It will reveal a one foot square crawl space which is
- too small for you to enter. Now who could fit in there? Hmmmm.
- (Light bulb!)
- Open the door and go west twice. Examine the door. It is
- slightly warped (but aren't we all!). Open the door with the
- crowbar, then go south into Clown Alley. Fortunately, Comrade
- Thumb is there. Lift him and carry him back to Katzenjammer's
- trailer. Put him in the crawl space and wait. He will hand
- Chelsea out to you!
- Now to reunite the poor girl with her distraught father. Go
- west and north, receiving Harry's congratulations, then east to
- the White Wagon. A happy ending seems to be within your grasp.
- Unfortunately, Mr. Munrab misunderstands your sudden appearance
- with his daughter and goes screaming northeast for the
- detective. Follow him. A tense moment ensues, but before you can
- explain, you are blind-sided by a berserk simian. Go north,
- west, north, and north again after Munrab and the ape.
- This is the scene that confronts you in the Performance Ring.
- Munrab and the roustabout stand aghast looking at Mahler holding
- the helpless Chelsea high up on the tightrope platform. What is
- worse, you can no longer reach the rope ladder. Is all your work
- for naught?
- Stay calm. This is no time for panic. You need unquestioned
- obedience immediately. Clap your hands! This will trigger
- Rimshaw's post-hypnotic suggestion and make the roustabout your
- willing slave. Tell him to get the safety net. This is an
- opportune time to get out of all of Andrew/Jenny's clothes you
- are wearing.
- Go west to the Lions' Den and take the lion stand, then go east
- and drop it. You will now be able to climb the stand and reach
- the rope ladder. But experience has told you what you need to
- (a) cross the tightrope and (b) calm the gorilla. One last time,
- return to the Prop Tent and get the fiberglass pole and the
- transistor radio. Return to the Performance Ring.
- Climb the stand, then the rope ladder, with just the pole. This
- will drive Mahler into the guy wires above the platform. Try to
- climb the wires. You can't, but this will drive Mahler to the
- far platform. Drop the pole and go back down for the radio. Go
- up again. Confident in your proven tightrope walking ability,
- and reassured by the soothing strains of classical music, head
- east slowly across the tightrope. Easy. Easy. Step by step, inch
- by inch. Almost there....
- Suddenly, the music is interrupted by a pledge break.
- AAAARRRRGGGGHHHH!!!! You must go back west to the first
- platform. Drop the pole and radio, and go down. Where is a
- phone? Go south three times and east into the White Wagon. Take
- the phone and call WPDL, then return to the Performance Ring and
- climb back up to the platform. Pole and radio once again in
- hand, you gamely venture east one more time.
- This time you make it all the way! The assembled throng cheers.
- This unnerves Mahler once again, and you suddenly find yourself
- hanging from the tightrope high above the oblivious crowd who
- have rescued Chelsea below. You feel your hand beginning to
- slip. All seems lost, but at least you have accomplished what
- you set out to do; you have not only saved Chelsea from her
- kidnappers, but you have shown that you have what it takes to
- make it in the sawdust and tinsel world of the circus. Such a
- pity you won't live to enjoy it.
- Your weary hands lose their grip and you plummet earthward!
- Fortunately, the grateful circus folk notice your predicament,
- and in the nick of time save you from a terrible fate. As you
- plunge into oblivion, your last thought is of the circus, and
- you know that someday you'll have one helluva story to tell your
- grandchildren.
- They'll never believe a word of it.
- BALLYHOO is copyrighted 1986
- by Infocom, Inc.
- This walkthru is copyrighted
- 1986 by Paul Grant.
- All rights reserved.
-