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- BUREAUCRACY
- Part 1
- BUREAUCRACY is an Infocom Interactive Fiction Plus by
- Douglas Adams and the staff of Infocom. It's a zany game
- filled difficult puzzles. Merlin and I played the game
- together, and without his help and encouragement, I'd still
- be stuck at 5 (or maybe 6) points. Special thanks to Merlin
- for making this walkthru possible! As with most Infocom
- games, there may be alternate solutions. This walkthru
- offers one possible solution.
- You have left your previous job to accept employment with
- Happitec and you have moved to a new address. Happitec is
- sending you on a vacation to Paris. All you have to do is
- wait for the money order which Happitec is sending to you,
- pick up your plane ticket, and board the plane. So you
- think! It seems the removals company has misplaced all your
- belongings. The Change of Address card which you were to
- file somehow got sent to your old address. The new owner of
- your old home sent your mail to your old bank. Check out
- your wallet and you'll find that you have no money, an
- expired US Excess card and a Beezer card. Your new home
- contains a few meager possession, i.e., your Boysenberry
- computer, a telephone/answering machine and a few
- miscellaneous items. Take everything you can for you'll need
- everything you can find to solve this game. Listen to the
- messages on the telephone/answering machine. Consult your
- Address Book and call all the numbers listed. You'll learn a
- lot by doing this.
- The doorbell rings. Chowmail Overnite is delivering a large
- bag of Llamex(R) brand High-Fibre Llama Treats. You didn't
- order it, the address is wrong; but, you'll never be able to
- explain anything to the delivery man, so just give him your
- Beezer card. You are now the proud owner of a bag of llama
- treats!
- There's nothing else to do in the house for now, so explore
- your new neighborhood starting with your mailbox. The mail
- found in each location seems to be random. For example, in
- one game you might find a leaflet in the mailbox and in
- another game find a flyer in the mailbox. That isn't
- important. The postage is important so try to remember what
- type of postage was used and the order in which you find it.
- The mail you find in your mailbox has a postage stamp on it.
- Go to the bookstore. You'll notice it's actually a software
- store. Talk to the clerk. Ask him about software. He'll
- offer you a *special* cart which he keeps under the counter.
- SHOW the game cartridge to the clerk. He'll take it and
- give you a Recipe Cart. I found that I got a point for
- this, but did not get a point if I said TRADE cartridges.
- YOUR SCORE IS NOW 1 OF A POSSIBLE 21 POINTS.
- Go to the Travel Agency. Give the letter to the Agent and
- get your round-trip ticket to Paris.
- YOUR SCORE IS NOW 2 OF A POSSIBLE 21 POINTS.
- Go to the bank and try to file a Change-of-Address form.
- Lots of luck! The bank has already sent you a
- Change-of-Address form and one is all you are allowed. Too
- bad it was sent to your old address.
- Go to the old tenement building. There are stairs leading
- up and a door in the south wall. Nothing can be done about
- the blank wall at the top of the stairs, so forget it. Knock
- on the south door. A voice will answer and the door will
- open. Enter the flat which is occupied by a mousy little
- man. Seems he collects stamps. You will see some mail in
- the floor but the man won't let you pick it up. Show the
- stamped envelope to the man. He'll grab it and run out of
- the flat. Pick up the mail. Notice the Postal Service
- sticker.
- YOUR SCORE IS NOW 3 OF A POSSIBLE 21 POINTS.
- By this time you will probably be getting hungry, so go to
- the Restaurant. The waitress will take your order then
- return to tell you that your order was lost due to a
- computer crash. Of course, it's her break time, so someone
- else will take your order. You must go through the long
- ordering process all over again. Wait for your order and
- eat whatever you get.
- YOUR SCORE IS NOW 4 OF A POSSIBLE 21 POINTS.
- You have no money to pay the bill, so sneak out the back
- door of the restaurant into the alley. From the alley you
- can squeeze through a gap in the fence to arrive at Behind
- Mansion. Enter the back door of the mansion. Here you'll
- find a macaw sitting on a perch. You can see some mail under
-
- the perch but the macaw will not allow you to take it. Go into the Trophy Room. It's a good idea to save the game
- first bcause the old woman shoots. Make a fast exit. Go to
- the front door of the mansion and ring the bell, then beat
- feet to the back door. Return to the Trophy Room, grab the
- painting of Ronald W. Reagan and exit. Show the painting to
- the macaw then take the mail from under the perch. Notice
- the Postal Service sticker.
- YOUR SCORE IS NOW 5 OF A POSSIBLE 21.
-
- Part 2
- Go to the llama farm. Open the bag of llama treats. Push
- the bag through the mailbox so that it falls into the
- trough. While the llama is eating the treats, take the mail
- from the trough. Notice the Postal Service sticker.
- YOUR SCORE IS NOW 6 OF A POSSIBLE 21.
- Try to enter the farmhouse. The door won't budge. You must
- go away and return later. Go south to the gate. There's an
- intercom at the gate. It will crackle to life and a voice
- will say, "Unfortunately, there's a radio connected to my
- brain." Could this be a password? Go back to the farmhouse.
- A heavily armed man resembling Woody Allen will appear in
- the doorway. He is rather dazed -- not sure where he is or
- who you are. Say: "Unfortunately, there's a radio connected
- to my brain." He will respond with: "Actually, it's the BBC
- controlling us from London." You can try more conversation
- or merely wait for him to leave. Return to the gate.
- Again, the voice over the intercom will say,
- "Unfortunately, there's a radio connected to my brain." You
- must say, "Actually, it's the BBC controlling us from
- London." The gate will open. Enter the Foyer.
- You'll meet the paranoid owner of the house and discover
- the armed man is here also. The paranoid householder
- suspects you are an imposter so he will ask you a series of
- questions. To answer correctly, you must refer to the
- "Popular Paranoia" magazine which is included in your game
- package. One wrong answer and you're dead. Answer them all
- correctly and you'll find yourself in a gaol cell in the
- basement of the paranoid's house.
- Examine the gaol door. Try cutting the molybdenum bars with
- the hacksaw. The armed man will give you the Swiss army
- knife. Examination of the knife will reveal a button marked
- POWER SAW and a lever marked GENERATOR. Push the button
- then pull the lever. Examine both the saw and the generator.
- Take the power saw and plug it into the generator. Get on
- the gnerator (it resembles a bicycle) and start pedaling.
- Oops! You can't reach the bars while sitting on the
- generator, so give the power saw to the armed man. He'll cut
- the door open for you. It's best to stall around in the
- Basement allowing the armed man to go up the stairs before
- you. The paranoid man and the armed man will depart. You'll
- see some mail in the foyer. Don't be surprised if you can't
- pick up the money order which you want so badly. Take the
- envelope.
- YOUR SCORE IS NOW 7 OF A POSSIBLE 21.
- The envelope contains a memo and a cheque. The check is
- drawn on the Fillmore Fiduciary Trust in the amount of
- -$75.00. Yes, that's a minus sign. Go to the bank. Get a
- withdrawal slip. Fill it out then take it to the Deposit
- window. Give the cheque and the withdrawal slip to the
- teller. You are depositing -$75.00 using a withdrawal slip
- which is the negative of a deposit slip, negative -$75 is
- $75. Makes perfect sense. Then go back to the withdrawal
- window. Fill out another withdrawal slip and withdraw
- $75.00.
- YOUR SCORE IS NOW 8 OF A POSSIBLE 21.
- Now that you have money, you might want to return to the
- restaurant to pay your bill.
- You are ready to go to the Airport. Call Getlost Airport
- Cab (number listed in your Address Book). Wait for the taxi.
- Oh, the Airport is a fun place! Since you have an Omnia
- Gallia ticket, you should go directly to the Omnia Gallia
- desk. Alas, Omnia Gallia has been sold. For further
- information you must go to the Air Galagasa desk. How do
- you find it? Well, the way that worked for me was going back
- to the airport entrance, then going through Lost and Found.
- Air Zalagasa seems to be north of the Lost and Found. It
- doesn't matter how early or late you arrive at the Air
- Zalagasa desk. A fat man will always be in line ahead of you
- and he'll cause you to miss the plane. Not to worry. When
- your turn finally comes, give the Omnia Gallia ticket to
- the clerk in exchange for an Air Zalagasa ticket.
- YOUR SCORE IS NOW 9 OF A POSSIBLE 21.
- Once you have the Air Zalagasa ticket in your hot little
- hand, go south one move and climb the pillar. Open the
- grate and climb up the duct. You'll eventually reach the
- Control Tower. A console radio will crackle, "Air Zalagasa
- flight 42 requests permission to take off." Say:
- "Controller, permission denied." Go back to the top of the
- pillar and examine the speaker. Pull red wire then pull
- black wire. Connect red wire to black wire. You have short
- circuited all the speakers in the terminal. The applaluse of
- the crowd is deafening!
- YOUR SCORE IS NOW 11 OF A POSSIBLE 21.
- Part 3
- Before you know what's happening, you'll find yourself on
- the plane in seat 3B. Shortly thereafter, the attendant will
- bring you a bowl of llama stew. Eat the stew and you die.
- Refuse to eat it and you die. How can you get rid of the
- stew? The only way I could get rid of it was to cause the
- seat ahead of me to recline, thus spilling the stew. By
- wearing the headphones, changing seats, and pushing buttons,
- you'll learn that the whole system is mixed up. The light
- button reclines the seats but you'll have to experiment to
- determine which light button controls which seat. (Thanks
- again to Merlin for his help!)
- Here's one way to do it: Before the attendant brings the
- stew, move to Seat 3C. Wait a few turns. The attendant will
- bring the stew. Leave it on your fold-out table and move to
- Seat 8D. Push the light button which actually reclines the
- seat ahead of Seat 3C. That seat will recline, thus spilling
- the stew.
- After the stew is spilled, return to Seat 3C. You'll see a
- small piece of laminated card. Examine this and take note of
- the words "STINGLAI KA'ABI." There will be a telephone call
- for you, so go to the phone. Most likely, it will be the
- waitress asking about the tip you left her. The line will be
- disconnected and you'll overhear another conversation. About
- this time the flight attendant will ask you to return to
- your seat; however, she will linger, giving you a chance to
- talk to her. Say: Attendant, STINGLAI KA'ABI. You'll receive
- a parachute. Go to the rear of the plane, open hatch, and
- jump out.
- YOUR SCORE IS NOW 12 OF A POSSIBLE 21.
- My Gawd! One strap of your parachute is caught in the
- plane's hatch. This can be deadly. Chances are you'll soon
- be falling without a parachute! Knock on the hatch. The
- attendant will open it, freeing your parachute strap.
- Falling! Don't forget to pull the rip cord.
- Hanging from a tree! Yep, you landed in a tree. Get out of
- the parachute. Splash!
- You are now in a cooking pot. Okay, the natives are hungry,
- so give them a good recipe. Boot up your Boysenberry and
- insert the Recipe Cart. The natives will give you an
- unlabelled cartridge and return your lost address book.
- Don't ask me how they got it.
- YOUR SCORE IS NOW 14 OF A POSSIBLE 21.
- You are now in the Antechamber. Not clear how you got here.
- You'll see a closed locker door in the west wall and an
- exit to the east. Examine the locker door and read the sign.
- The left handle is pointing up. The middle handle is
- pointing down. The right handle is pointing up. It's a key
- of sorts. A general knowledge of binary helps. Okay, here's
- a solution:
- (1) Turn left handle and middle handle. You hear a click
- inside the door.
- (2) Turn left handle and right handle. You hear a click
- inside the door.
- (3) Turn left handle and middle handle. You hear a sharp
- click, as if something inside the door had moved. Open door.
- YOUR SCORE IS NOW 15 OF A POSSIBLE 21.
-
- Part 4
- Enter the locker and take the magnetic key-card. Then go
- east.
- You're in the Switchgear Rooms; it's a maze! Time to use
- your Boysenberry computer, so insert the unlabelled
- cartridge. Remember, earlier in this walkthru I advised you
- to notice the Postal Service stickers and the order in which
- you found them. Hope you paid attention, because you need
- that info now. I found the Postal stickers in this order: C,
- D, E and B. The computer program (unlabelled cartridge)
- gives you a list of commands: CLEAR, NOOZ, PRINTB, PRINTC,
- PRINTD, PRINTE. You must select the PRINT commands in the
- same order that you found the postal stickers. I used
- PRINTC, PRINTD, PRINTE, and PRINTB because that's the order
- in which I found the postal stickers. When you have done
- this, you should have a complete message on the screen.
- Can't read it? Oh, I forget to tell you: read from top to
- bottom one letter at a time. Using these instructions you
- should be able to find your way through the maze to the
- Airlock.
- In the Airlock, put the key-card in the card reader slot.
- You'll hear a bolt snapping back. Open the door. It will
- take several tries. Enter the Persecution Complex!
- YOUR SCORE IS NOW 17 OF A POSSIBLE 21.
- The Persecution Complex is a long hall running west. There
- are TV screens on each side of the hall. Go west looking at
- the screens on either side as you go. At the end of the hall
- you'll find a modular plug. Plug in your computer. You'll be
- asked for ID and password. What? Okay, take a look at your
- Address Book. Notice anything different? Right! The first
- address has been changed. That's the clue you need. Type in
- RANDOM-Q-HACKER for ID and RAINBOW-TURTLE for password.
- Connection will be made. Use command DIR for a listing of
- programs, WHO for a listing of users, and TYP for some
- *interesting* tidbits. You'll learn that two hackers have
- accessed the system. You are one; the nerd is the other.
- You'll also be be advised when the Nerd is about to access
- another file. The TYP command will enable you to learn of a
- certain file which should NOT be used with a friendly
- computer. Hmmm, what if you changed the name of that file?
- So, change the name of DVH2.HAK to whatever file the Nerd is
- preparing to access. Example: Nerd is about to access
- FIDUC.HAK.
- Change name of DVH2.HAK to FICUC.HAK. It might be necessary
- to first change the name of FIDUC.HAK to something else, but
- you'll have plenty of time to do that. By doing this, you
- will cause the Nerd to access a file which will destroy his
- own mainframe. Revenge is sweet! Once you have done this, an
- opening to the west will appear. It is *IMPORTANT* to run
- the PLANE.EXE program at some time before you reap your
- revenge. This will cause a plane to be sent to get you.
- YOUR SCORE IS NOW 20 OF A POSSIBLE 21.
- Wait patiently at the Landing Strip. The plane you summoned
- while using the PLANE.EXE program will eventually arrive.
- You'll be taken on a nice plane trip and a predictable taxi
- ride, arriving at the Hallway of the Tenement. From there,
- go to your home. You'll find a new letter from Fiduciary
- apologizing for the problems you've had. Enclosed in the
- letter you'll find a ticket to Paris, your checkbook and a
- new Beezer card. Congratulations...
- YOUR SCORE IS NOW 21 OF A POSSIBLE 21.
- BUREAUCRACY is published by Infocom, Inc. and distributed
- by Activision.
- This walkthru is copyright (c) 1987 by Judith Terry
- Clayton. All rights reserved.
-