Armed & Delirious
“ARMED
& DELIRIOUS“
WALKTHRU’s
(Also
entitled “Dementia”
and
originally “Granny”)
Len
Green :- 19
Sept. 1997. {updated; 2 July ’00}
<>
This game is both totally
zany and quite complex.
- Some players may wish to
play it completely without ANY assistance from Walkthru’s, cheat-sheets,
hints, or help from anybody.
Others may want minimal
help &/or hints. These players should use the “Bare-Bones
Walkthru“.
Some may want a complete
description of what to do for whenever they need it during the game. These
players should use the “Full
Walkthru“.
This latter contains
not
only the actions you
MUST perform, but also a few
which are not essential for finishing the game but provide a
lot
of incidental fun !
Both walkthru’s have been
arranged with identically numbered sections. In this way, anyone who chooses
the “Bare-Bones Walkthru” and gets really stuck (or frustrated)
need only go to the same numbered section in the “Full Walkthru” to get
over the obstacle !
Some players like to have
printed walkthru’s (complete, or just excerpts of trouble-spots) for ease
of use, and so as not to have to exit the game at all if any problems arise.
Each walkthru was written in WinWord-6 (.Doc) format and utilizes
several colors for extra clarity. Both have been designed so that in addition
to a color printer, they can also be printed perfectly comprehensibly on
a black and white printer. Two versions are available :- one in 14 point
for very comfortable reading, and the other in 10 point which nearly halves
the pages of hard copy (but, being smaller, is much more difficult to read)
— There is also a (converted) version in 14 point HTML.
H
A V E F U N W
I T H “G
R A N N Y “!!
“Disclaimer” These
walkthru’s were made before the game was officially released, and corrections/alterations
have doubtless been made since then ( 4th July ’00. I haven’t
noticed any in the final commercial version ! ). These may lead to
discrepancies re the final version — probably only minor ones.
====================================================================================
====================================================================================
“ARMED
& DELIRIOUS“
(Also
entitled “Dementia”
and
originally “Granny”)
“BARE-BONES”
–
WALKTHRU
Len
Green :- 19
Sept. 1997. {updated; 2 July ’00}
<>
With grateful appreciation to Eyal
Kaduri who made the excellent original
version upon which this was (almost completely) based ; to Tom
Feiner for advice & help; and to
other members of “Makh-shevet” for their assistance.
INTRODUCTION.
- “Armed & Delirious (Dementia)”
is a unique Quest/Adventure Game from several points of view and well worth
the effort of playing through to its conclusion. It is almost completely
‘open-ended’ and there are six Main-Worlds to explore (almost all containing
many
Sub-Worlds). “Armed & Delirious”, as its name infers, is pretty wacky,
and hence somewhat difficult for all us sane (??) gamers to follow!
Anybody who manages to do so absolutely 100% without ANY
walkthru, cheat-sheet, hints, or help from anybody REALLY deserves
a prize — maybe the Distributors will send you one …… haha !?!?!?!?
But some lesser mortals may want just a little (or maybe quite a lot of)
assistance. To that end there are TWO walkthru’s :-
For very experienced Quest
players who only need a small amount of help here and there,
there is the “Bare-Bones Walkthru”.
This walkthru tells you the BEST order in which to proceed
without having to revisit Worlds and Sub-Worlds any more than essential
(and saves quite a bit of time since they are spread over the five CD-Rom’s,
which have to be changed frequently). It also tells you all
the inventory items you must collect at each site (and there
are several dozen altogether). However, it does NOT tell you how or exactly
where to get them or (in any way) how or where to use them,
so it doesn’t completely rob you of the satisfaction of ‘doing your own
thing’! If, at a particular site, you are still stuck (and there
are several pretty tricky places like this), and you haven’t got the time
or patience to solve the problem yourself, you can always go to the identical
numbered section of the “Full Walkthru” which tells you in clear detail
exactly
what to do.
- If, however, you do not
wish to play the game completely without any assistance,
nor even ‘waste time’ with the “Bare-Bones Walkthru”, there is the “Full
Walkthru” which is a VERY greatly amplified version and
which tells you everything you need to do (and
more !! — and in extremely great detail).
IMPORTANT NOTE
:- You can
of course visit all the Worlds and Sub-Worlds in ANY order you choose.
You can always move ahead, but generally only up to a certain
limited point, since you are probably missing an essential item you need
from somewhere else. So you often have to do quite a lot of superfluous
‘going backwards and forwards’ (you have to do quite a lot of this anyhow,
even
using either walkthru !).
However, if you stick exclusively
to either walkthru, you will definitely be able to finish the game,
and via the ‘most efficient path’ : But, you will miss quite a large
number of comic antics and a lot of amusing dialogue — these frequently
are of a partially random nature and hence do not necessarily repeat themselves
identically each time, but often vary according to your previous actions
(and those of Granny !). So feel free to ‘go your own way’ !
It’s worth mentioning that
even these two walkthru’s are not the VERY minimum
you need to do in order to finish the game. At many of the sites it is
hinted that whilst you (Granny !) are there, you may as well want to do
something which turns out to be not actually essential to
continue the game and finish it, [ e.g. :- at (097) “Observe Granny’s
‘reading habits’ and note……” !! ]. Even though such actions are ‘redundant’
to the final outcome of the game, you’ll miss some fun if
you don’t perform them whilst you’ve been forced to go to the trouble of
actually getting to these places (and you’ll only shorten your wanderings
by a very few percent !!). Incidentally, you can usually
guess when such ‘superfluous suggestions’ occur since they are generally
incorporated into a section where there is something you
HAVE to do in order to continue (and every
single action you MUST do does have its own individual
numbered section).
PREFACE.
- As written in the booklets
and walkthru’s of most Quests ; pick up every item you can that is not
actually ‘nailed-down’ — you’ll need it all (almost) later
on. In BOTH walkthru’s, all the inventory items you must obtain
are highlighted in bold-blue and
underlined. In the “Full Walkthru” only, the ones you must
use
are in regular blue and not-underlined. (You
are NEVER told which items to use or where in the “Bare-Bones Walkthru”).
In this game, Granny stores all her inventory items in her bra !@#%$*&!?.
So from here onwards, your inventory is referred to as your BRAVENTORY
!!
As in all Quest/Adventure
games save VERY FREQUENTLY ! You never
get ‘killed’ in this game (thank goodness !!), but you can VERY easily
‘get lost’. Unlike many games, “A. &. D.” is fully
adapted to Windows ’95/’98, and so there is absolutely NO
limit to the number of Saves you can make. If, as some do, you favor
longish descriptions of your Saves :- no problem — they
can be almost unlimited in length (there are some restrictions imposed
by Windows ’95/’98, e.g., no front or back slashes, and no colons or asterisks,
etc. — but they are very few and very easily spotted and avoided
!). There are a few places where the timing is fairly critical and you
may have to repeat a few times before getting it right — before these
special
situations arise, you are recommended (in green) to :- S
A V E ! There are also a (very) few places where the
actions are somewhat complex or ‘unclear’, and going back involves the
bother of changing back to previous CD-Rom’s ; and hence it may be advisable
to save — these places are marked (in green) :-
s
a v e !
- In “Armed & Delirious
(Dementia)” there is a gimmick practically unknown in any other Quest/Adventure.
You VERY frequently have to drag an object in a special direction
or to a certain place. The “Bare-Bones Walkthru” does not tell you what
to drag, how, or where ; but since you might
overlook this action, every site in which you do have to
drag something is marked in BOTH walkthru’s with a red asterisk,
{e.g. drag*}, & also the instruction
section number is highlighted in red {e.g. (007)
}.
- The tape recorder gives
you some ‘demented’ hints at many of the sites you visit. You can rewind,
fast-forward, play and stop, as desired. In some screens you are informed
that the tape recorder is not functioning (“intentionally” — those programmers
!!!) for one reason or another :- obviously you get no ‘info’ from the
tape recorder in those screens !
- Whenever you right-click
on a braventory item, you obtain a large mobile illustration of the item
and a (usually zany) written description of it &/or its use. These
descriptions often contain (obscure) hints as to where/how you will have
to use the item in the future !
Usually it is very clear,
both visually and audibly, whenever you obtain a new braventory item. Occasionally,
however, you can pick up something without being aware of it
; so to avoid repeating actions and wasting time, check Granny’s braventory
from time to time. The opposite can also happen (albeit rarely) and you
imagine
that you have obtained an item whereas in reality you haven’t. This can
be very annoying, since, at a later stage when you actually need
the braventory item you may have to return to another World and Sub-World
and often have to change CD’s twice in the process.
Bottom line :- WHENEVER
you have got (or hope to have got) a new braventory item, it is
well worth the extra few seconds to check to make certain —and
also to view it in close-up !
When you get the map, you
can travel to the different Worlds and Sub-Worlds. In order to save
time later, here are some general notes and the appellations used (it is
well
worth while drawing your own simple rough circular diagram
for easy reference — you will need it during the whole
of the game, and the couple of minutes it takes to draw will save you
very
much more time later on in the game !).
- On the map, the Worlds are
situated on a circular track and Granny always travels in an anti-clockwise
direction. In the following description, the numbers inside the ‘curly
parentheses’ {} refer to the serial numbers of the CD-Rom’s concerned (not
really necessary !). Granny’s villa is pretty obviously situated in the
middle of the left hand circumference of this circle. Traveling anti-clockwise
from the villa, the other 5 Worlds are marked in violet thus :-A,
B,
C,
D,
& E. The
villa
itself {1}, A {2}, &
B {1}, don’t contain any Sub-Worlds. The last 3 only, contain
Sub-Worlds as follows :-
C
consists of :- C1 {4} which is the
right-hand square trapdoor (closed and with a hinged-lid).
C2 {3} which is the large double swing-doored (orange colored)
vent opening.
C3 {5} At the extreme right end of the platform (right-hand
bottom corner of the screen).
D
consists of :- D1 {2} which is the
‘black-hole’ (just below the center of your monitor screen).
D2{2} which is the ‘satellite’ (at the top, near the left side
of your monitor screen).
E
consists of :- E1 {5} which is the
rock (to which is attached a balloon), on the upper left of the
platform.
E2 {4} which is the tree, in the ‘middle’ of the upper surface
of the platform.
E3 {3) which is the wheel to the right of the upper surface
of the platform.
E4{3} which is the sphere to the right of the lower surface
of the platform.
- There is always at
least one exit icon from every frame (screen) to get back to a
previous frame, a ‘Sub-World’, a ‘Main-World’, or to return to the Map
itself !
SCREEN “DESIGNATIONS”
:- Whilst
producing the game, the developers labeled each different screen and even
location with an identification tag. These tags consisted of the
CD number and (almost always) a three or four character designation.
In most cases the characters bear some similarity to the name of the location
(as on the map).
It is no exaggeration to say that “Armed & Delirious (Dementia)” can
be mighty bewildering. Hence these identification tags have been
made available to any player who wishes to access them. Simply type
<Ctrl+R> any time you wish, and they will appear in the top right corner
of your
screen (and remain there
highlighting all the different locations until you exit the game).
These
tags will not be of much use with this walkthru, nor should they be necessary.
However they can be of use with the UHS-Hint File (written by the
same author) and a walkthru released by the publishers.
************************************************
If you do not wish to
use the “Full Walkthru“
:-
BELOW
IS THE “BARE-BONES
WALKTHRU“.
************************************************
GRANNY’S
VILLA.
(001) The game proper
starts ! Find the kitchen.
(002)
Click on the chair on the right, don’t let go of the button, and move the
drag cursor* to the far left of the
screen (wherever in the game you ‘find’ a drag icon, you have to decide
where to drag that specific item ) — Granny moves the chair towards the
cupboard.
(003) Get the snorkel
.
(004) Find the hallway.
(005) Go to the attic.
(006) Get the bottle
of brandy .
(007)
Get*
a bucket.
(008) Click on the
bucket — your cursor will change to a bucket icon (whenever this happens
in the game, it means that this particular item is used on something/someone
in
that SAME screen). Use the bucket icon on the running worm until you
catch the worm — you get color worms in a
bucket .
(009) Find the bathroom.
(010)
Observe the antics of the ‘mad cow’ (no … NOT Granny), and find a way
of dealing with her* !
(011) Is Mrs. Cow
short sighted or something ??
(012) Wowww …..
Get the sun tan lotion .
(013) Find the dining
room and browse around !
(014) Obtain a
flying-casket.
(015) Get the porno
magazine (somebody’s going to want some ‘light’ reading
sometime/somewhere !!).
(016) Go to the bedroom
………………………
(017)
………….
and hear something of the ‘bio’ of Granny’s first husband*
!
(018) What’s the good
if she can’t open the jar ??
(019) Ahah ……
help at “hand ?”. Get Granny’s essential anti-dizziness
pill .
(020) How to get out
of there ???
(021) The exit brings
you to ‘George’s secret room’. Have a nosey around —there’s lots there
!
(022) What is that
weird looking device at the bottom right hand corner of the screen (cut
scene !). The telephone is a pain in the neck, but it won’t hurt to answer
it a few times !
(023) But there are
more interesting things in there than that !!
(024) Get George’s
tape
recorder —- THIS ITEM IS IMPORTANT, since George’s
recordings will give you clues (albeit obscure clues !) later on about
many, although not all, of the screens you’re in. Now return to the bedroom,
the dining room and finally the hallway.
NOTE.
Operate
the tape recorder from time to time in the (many) different places you
visit and listen to George’s “diary”. If you haven’t done so already, view
all
items in your braventory (mouse:- right click) &
read
the written captions below them – they may contain wacky hints ?
(025) Find a
plunger (with a bell) in the hallway. — Where is it hiding
out ?
(026)
Get it* !!
(027) Go to the washroom
and have a VERY good look around !
(028) Get an
electric button — a bit tricky picking it up sometimes
!
(029) Get both
a
coat hanger and
a
scarf (simultaneously).
(030) Get Granny to
drive her incredible ‘washing-flying machine’ out of the washroom and “into
the great beyond” ! ( Before she can do this she has to find a way to lever
up the rails so that they don’t impede her progress. This is easy, but
keeping
them
up is more problematic! If the rails don’t remain
up, check that you have all of the following items
:- a snorkel ; color
worms in a bucket ; a bottle
of brandy ; sun tan lotion
; a flying casket ; a
coat hanger ; and a scarf).
(031) Gaaassssssssssssssss
………………
(032)
F u l l T h r o t t l e ……………………. Now*
you get cut scenes of Agent Rabbit, one of his henchmen, astronaut-Granny
in orbit, finishing with a map of the Worlds with Granny in her incredible
washing-flying machine at
the villa.
NOTE.
Operate
the tape recorder again (hints !?).
THE
MAP.
(033) See the description
at the end of the Preface and the map-graphic … above.
B.
(034) Granny goes
to
B, but due to age and dizziness,
quickly falls off — but somehow or other she acquires
a
chit in the process !
(035) Return to B
and find out what seem to be the (only) two interests of the ‘guy in the
van’ and his companion (clues for the future !!?). Get the rubber
band. Try to catch that obnoxious chicken ?!?!
(036) Get the half
a compass whilst at B.
(037) Get a dream
maker capsule whilst still at B.
………….. and exit !
D
& D1.
(038)
Granny goes to D
and then direct to D1. A giant toilet
! Get the dark brown boulder out of the way*.
(039) Use something
to ‘make a path’ —– for whom ??
(040) Hey ……….
you dig this, man ?
(041) …………..
again and again !!
(042) Get the critters
to change direction — this is a bit tricky ( and a nice touch !!!)
(043) Go to the eerie
forest, which has several exits …….. exit top left.
NOTE.
Operate
the tape recorder again (hints !?).
(044) Bo and Chuck
and a hopping kangaroo! Use the wedge shaped golden colored object on the
ground.
(045) Use one of the
planks……….
(046) Get Granny to
interact with the ‘seesaw’.
(047) Get a baby
carriage (but not the baby !!).
(048) Return (using
appropriate exits) to the map.
B.
(049) Return to B
….
fishing time !! …. Make a ‘deal’ with the guy and get
a
hammer and music notes.
NOTE.
Operate
the tape recorder again (hints !?).
D
& D1.
(050) Go back to
D1, and the kangaroo etc. Take the (only) other exit.
NOTE.
Operate
the tape recorder again (hints !?).
(051) Oboy ! A bit
of S & M going on here (that bluish colored masochist !!!). Find a
way to cause the cart to run out of control.
(052) Use something
to enable the weird green creature to ‘get his/her turn’ !!
(053) Whilst attention
is drawn away from Granny, seize the opportunity to get a
blow dryer.
B.
(054) Return to
B ….. ice-age !! ….. How can you barter with him again ?
You get a china plate.
C.
(055)
Go
to C and then to
C2. Proceed through the center screen exit and enter into the
‘Pinball-Park’.
(056) There are 4
exits from Pinball-Park, as follows :- near the center of the screen, and
from left to right, [i], [ii], & [iii] ; and the ‘return exit’ at the
top right hand corner of the screen. Go to [i].
(057) ‘Sexy’ weapons
shop !! Nose around, eat, and get earphones.
NOTE.
Operate
the tape recorder again (hints !?).
(058) What’s the owner
doing ? — Hohoho ! … Get him to attend to Granny !
(059) Practice first
on an automatic weapon ! The owner gives ‘instructions’.
(060) Use another
weapon ; Granny only needs, and gets, a bullet.
(She needs a braventory item to do this !).
(061) Exit the weapons
shop. Granny gets mugged but soon turns the tables on the mugger !
(062) Go to [iii].
Enter the bar. Try the toilet, etc.
NOTE.
Operate
the tape recorder from time to time in the (many) different places you
visit and listen to George’s “diary”. If you haven’t done so already, view
all
items in your braventory (mouse:- right click) &
read
the written captions below them – they may contain wacky hints ?
(063) What can be
done with that toilet door ? S
A V E !
(064) Granny wants
to join the card game. How ??
(065) Join the game.
(066) Shuffle and
start playing cards ….. get the translator
….. leave the bar. s
a v e !
(067) Exit the ‘Pinball-Park’
and go to C3.
(068) Try the toilet
?! Step forward and scrutinize the very strange floor.
(069)
This floor is double layered*
??
(070) Try the door
with the grille. A prison ??
(071) That darned
video camera !!
(072) Enter the ‘security
complex’ …. and get kicked out !
(073) Enter the prison/asylum
area again. The guard is quite busy on the phone (clues ?), etc. ‘Deal’
with him !
(074) How can you
get into the cells ? ………..
(075)
……… and what does Granny want to do*
when she gets in ??
(076) Get a
telescope.
(077) Exit the ‘security
area’ (NOT via the door !).
(078) “The hairdresser
and the hedgehog” ……. Browse !
(079)
How to get rid of that effeminate hairdresser*
?
(080) Is Granny feeling
tired ?
(081) You’ve
still got to get rid of that hairdresser !!
(082) Now Granny’s
got to eject Mrs. Hedgehog from her chair !
(083)
How
can you discover* the entrance to the
‘plants — underground command center’ ?
(084) Go to the ‘fan(ventilator)-chamber’.
(085)
Where do you proceed from here* ?
(086)
And how* do you accomplish this ?
(087) You’ve now entered
the plants’ underground command center. ……….. Do
something !
(088) Go in &
out a couple of times. Listen to the plants’ words of wisdom ?!
(089) Get the double
mirror. Chief-Plant will insist on briefing Granny …………
(clues ??).
(090) Use something/somewhere.
(091) Get a
pendulum. (not the large hanging pendulum but the small
standing metronome !).
(092) Return all the
way back to the long (purple colored) corridor.
(093) Granny wants
to enter the library, but it’s closed from 12:00, to 11:59 or maybe even
12:00 !! There’s a notice saying that it has moved to other, completely
unspecified, premises! A bit difficult hey??
(094) Converse with
the two weird creatures ‘Yellow’ and ‘Brick-Road’. S
A V E !
(095) “Follow the
yellow bricks road”. This is a bit tricky, although ‘if at first you don’t
succeed ; try, try, try again’ !?! …….. If the worst comes to the worst,
‘cheat’ by looking at (095) in the “Full Walkthru”.
(096) Enter the library.
(097)
Observe Granny’s ‘reading habits’ and note the large crack in the floor.
What a taste in literature Granny has !? Find a way*
to open up a new exit.
(098) Take this exit.
(099)
Look for a braventory item*. You get
a
screw.
A.
(100) Leave C3
and C. On the map, go to A.
(101) Try the door
at center screen a few times ………. Aliens — Arggh !
NOTE.
Operate
the tape recorder from time to time in the (many) different places you
visit and listen to George’s “diary”. If you haven’t done so already, view
all
items in your braventory (mouse:- right click) &
read
the written captions below them – they may contain wacky hints ?
(102) What else is
worth clicking on ?
(103)
Do some dragging*. Where to now ?
(104) How to proceed
from here ?
(105) How to get past
that parading guard ?? S
A V E !
NOTE.
Operate
the tape recorder again (hints !?).
(106) If you haven’t
got past the guard yet, try ‘operating’ something very close to where Granny
is standing and to where the guard keeps returning !!
(107) How can you
neutralize the second guard ?
NOTE.
Operate
the tape recorder again (hints !?).
(108) Find the strange
garden with a peculiar flying creature hovering in the air. S
A V E !
NOTE.
Operate
the tape recorder again (hints !?).
(109)
This is a bit more tricky. Time for dragging*
!!
(110) You need to
be pretty destructive here ……………
(111) …………
And even more destructive to squash that flying critter ! Get his corn
flakes.
(112) Exit to the
map and return to B.
B.
(113) Do some ‘cookery’
and obtain spiced corn flakes
!
(114) Those denizens
of this strange world love food ! You can get an air
bubbling pig (of all things !!).
(115) Try a bit of
‘hypnosis’. You can get an airy chicken
(What next !!).
(116) The guy is reading
something — ‘Help’ him, and he gives you the worms
poster he was looking at (what a lousy deal ??).
E.
(117) On the map,
go to E and then to E1.
NOTE.
Operate
the tape recorder again (hints !?).
(118)
What looks as though it can be dragged*
?.
(119)
And what else ?*.
(120)
Drag* two objects together.
(121)
Repeat (118)* — “what a drag” !!
(122) Take the new
exit. You are in an underground cavern with a lagoon. Browse around a bit
but don’t exit yet.
NOTE.
Operate
the tape recorder again (hints !?).
(123) Get Granny to
manufacture a mobile !
(124) Get a fish
tank.
(125) Granny exits
and arrives into a pastoral scene (and music !). Converse and look around.
NOTE.
Operate
the tape recorder again (hints !?).
(126)What
can you drag here ?*. A lake emerges.
(127) And what/who
would be quite pleased to use it ?
(128) Get a
round green creature.
(129) Return, more
or less the way you came (to the well). Go to the gas-station.
(130) ‘Sniff’ around
the area.
(131) Operate whatever
you can, and see what happens.
(132) You will have
to click on something THREE times (Quite a show !).
(133) You get a
baseball cap (better than some previous exchanges ??!).
(134) Return to the
well and find a different exit. WOW ! some huge guy — a
real
giant
in fact !!
NOTE.
Operate
the tape recorder from time to time in the (many) different places you
visit and listen to George’s “diary”. If you haven’t done so already, view
all
items in your braventory (mouse:- right click) &
read
the written captions below them – they may contain wacky hints ?
(135) Keep him ‘occupied’
with one of your possessions (what could a giant possibly want ??).
(136) You take a
giant belt.
(137) Find a different
exit and arrive in a sort of Einsteinian chamber with a pseudo-cosmonaut
floating around in space. s
a v e !
(138)
Look around this place and try to figure out how things work. Drag*
whatever and note what happens to the ‘cosmonaut’.
(139)Drag*
something again. See what changes !
(140)
Drag* something yet again — and again
see what changes !
(141)
Drag* something else. Granny grabs
something and gets moving !
(142) Granny finds
an ‘air raising’ solution that should revive the guy — he may then give
Granny some “hints”.
(143) Click on something
and get it to start moving.
(144) You get a
memo (echo) machine.
(145) Granny exits
(at least she gives the guy back his helmet !!) …. back past the giant
….. the well ….. exit (right side of screen) to E.
Go to E3. Phew — what pollution …..
what a stink ! s a v e
!
(146) Get moving pretty
quickly ….. if Granny stands there too long she gets literally ‘carted
away’ back to E. DO SOMETHING
to avoid her getting asphyxiated —–> Peg-Nose !!!
NOTE.
Operate
the tape recorder again (hints !?).
(147) Exit — Take
a look around the broken conveyer-belt machine.
(148) Exit and go
to a smelly pool with grandpa tied up in a large transparent blue plastic
sack — (nuclear waste ??).
NOTE.
Operate
the tape recorder again (hints !?).
(149) Get old grandpa
moving
!
NOTE.
Operate
the tape recorder again (hints !?).
(150) Return to the
conveyer-belt machine. Use an appropriate item from your braventory ………
(151)
……….. And another appropriate item.
(152) Place a suitable
item from Granny’s braventory onto the conveyer. — a cut scene, finishing
with the old man still in his bag, on the ground !!
(153) Get grandpa
in bag. (Hey there ! — what a thing to possess !! —-
in Granny’s braventory ?!?).
(154) Exit bottom
left ; right ; then just above mid screen (don’t take the right hand exit
just yet !) to E. From there go to
E4.
(155) Granny rests
her weary limbs and resents those grungy kids on their roller-blades, especially
the
ones with dynamo operated ‘head-lights’ that dazzle !! S
A V E !
(156)
How
can Granny put paid to those kids ? Some more dragging*
! (this can be a bit tricky — but “if at first …. etc., etc.”) —
nasty, nasty, nasty !!
(157) Granny uses
a very suitable item from her braventory to make some amends to the girl
!!??
(158) You get a
dynamo.
(159)
Drag* !!! W—O—W ! Can old
grannies REALLY do that ?
(160) Get Granny to
regain consciousness (or maybe just wake up) !
(161)
Drag* something and maybe you’ll get
a windscreen-wipers-lever ???
(162) Get Granny to
do some ‘work’ (for a change !).
(163) Get a
light bulb.
(164) Exit and enter
the last house on the right. S
A V E !
(165) Although giving
the game away’ a little, the next actions include grandpa (even though
he’s in the bag !?).
(166) What to do with
him (or on him) next ?
(167) What’s with
those three antiquated goons sitting round a table, drinking and nattering
?
(168) You get a
tablecloth.
(169) Obtain a glass
of old liquor.
(170) Exit from (someone’s
old parent’s ??) house.
(171) Now go to the
end ‘house’ at the very end of the road, facing Granny ! Whether you like
it or not, you get a slide show of the game’s credits (including the guy
who wrote this walkthru !).
{ Some gamers can’t be bothered
wasting their time with credits — can you blame them ?? If you’re
one of these, simply right-click them into oblivion ! }
Whether you
‘appreciate’ credits or not, you get a metal crowbar.
(172) Exit to E.
From there go to E2.
NOTE.
Operate
the tape recorder from time to time in the (many) different places you
visit and listen to George’s “diary”. If you haven’t done so already, view
all
items in your braventory (mouse:- right click) &
read
the written captions below them – they may contain wacky hints ?
(173) Listen, talk,
and generally socialize with the tree (and its ‘friend’). But how to get
past it ??
(174) You need to
do something in front of the tree (If it doesn’t ‘succeed’ first time,
you can repeat it as often as you need to).
(175) Click on the
bike and you’re off. S
A V E !
===================
(176) |~ There are
8 (small, & quite ‘easy’) ‘actions’ you have to do here ;
(177) |~ They are
all in this same frame (lamp, table, mail-box, etc.).
(178) |~ HINT:-
There is NO dragging to be done here.
(179) |~ You will
have to use (up) 2 of Granny’s braventory items …..
(180) |~ ….. it’s
not too difficult to guess which are ‘appropriate’.
(181) |~ BOTTOM
LINE ! You get folding
steps !!
(182) |~ If you get
stuck for too long, maybe get help from the
(183) |~ “Full Walkthru”
(where you are told exactly what to do and in very full detail
; together with descriptions of what happens and why !).
===================
(184) Exit and return
to that revolting tree !
(185) Click on the
skateboard and travel to the woodland.
(186) Take the path
that leads to a ‘tree’ (an orchestra-conductor, complete with baton), with
a gabbling crowd in the bottom left corner of the screen.
NOTE.
Operate
the tape recorder again (hints !?).
(187) Try to take
the top box to the right of this tree …. BUT …. apparently, “no singing
— no prizes” !! What to do ?
(188) Use a braventory
item.
(189) You get a Jack-in-a-box.
(190) Exit and go
to a strange terrain where a never ending stream of ‘Humpty-Dumpty’ like
tree characters on skateboards seem intent on committing suicide ! S
A V E !
NOTE.
Operate
the tape recorder again (hints !?).
===================
(191) |~ There
are 6 ‘actions’ you have to do here — all in this same frame.
(192) |~ HINT
:- There is ONE dragging* action to
be done here.
(193) |~ You will
have to use (up) only 1 of Granny’s braventory items…..
(194)
|~ BOTTOM
LINE ! You get a horn
!!
(195) |~ If you get
stuck for too long, maybe get help from the
(196) |~ “Full Walkthru”
(where you are told exactly what to do and in very full detail
; together with descriptions of what happens and why !).
===================
C.
(197) Exit to E.
Jump off onto the map. Go to C and
then to C3. Take a single step forward.
s
a v e !
(198) Enter the second
(orange colored door) room on the right. You are in some sort of workshop/laboratory.
A strange professor receives a communication via the system of tubes on
the rear wall. A mad ‘boat race'(??) crashes in and out of the room !
(199) Talk to the
professor !? Get the weird animals to go berserk and scamper off
— If you wish to ‘punish’ Granny for her behavior, get her to touch the
small box just above the handle !
(200)
Drag* something in the room.
(201) Use a braventory
item and watch the show …..The prof’ exits pronto !!
(202) You get a
whistle.
D.
(203) Exit via the
closet ; Step backwards ; exit through the first door on the left to C.
Jump off onto the map. Go to D and
then to D2. s
a v e !
===================
(204) |~ There are
6 ‘actions’ you have to do here — all in this same frame.
(205) |~ They are
all various clickings on objects (some more than once !!)
(206) |~ NO
braventory items or draggings are involved here !
(207) |~ BOTTOM
LINE ! A
new door opens up. Exit via this door.
(208) |~ If you get
stuck for too long, maybe get help from the
(209) |~ “Full Walkthru”
(where you are told exactly what to do and in very full detail
; together with descriptions of what happens and why !).
You enter
a room where a supervisor is scrutinizing a TV set and frequently answering
a phone. A mouse emerges periodically from a wide tube into a box below
! Granny would like to get near to the TV set, but ………. no
go !
===================
(210) Do something
about it ?!?
(211)
Drag* something then sit back and wait
to see what happens to the supervisor —– poor fella !!
(212) What
to do now ?!?
(213) You get a
mouse.
(214) Go into the
dressing room. Look around and get to know the striptease artiste (Zink
Flusik — !?@#$&%!?!).
(215)
Drag* something.
(216) Another action
— in the same room. S A V E!
(217) You have to
do something & then your next action has to be QUICK
!!
(218)
A VERY quick drag* (ha
ha) …You may have to repeat this 2 or 3 times.
(219) Pick up the
model’s
clothes.
NOTE.
If
you haven’t done so already, view all items in your braventory
(mouse:- right click) and read the written captions below
them — they may contain wacky hints ??
(220) Exit the dressing
room and back to the supervisor’s room. S
A V E !
(221) Do something
and pretty quickly proceed to the next action.
(222) Granny finds
herself in a ‘fork & shopping-cart’ contest !
(223) This short game
can best be ‘won’ by using the 4 arrow keys on the keyboard rather than
the mouse. For more details (if you need them) see the “Full Walkthru”
(223). You may do it first time, or it may take you many attempts —
but don’t give up if you find it somewhat tedious — you’ll succeed sooner
or later!!
(224) For all your
efforts, you get the bottom part of a hang
glider — of all things !!
(225) Return to the
platform with those shutters, etc.
(226) Find a way to
get transported to an ‘electrified room’. Try entering the laser room —
serves
Granny right !!
(227) How can you
enter that room just the same ?
(228) Try again
and
Granny succeeds in stepping into the room but becomes invisible
!!
(229) You have to
‘open up’ a new exit !
(230) Again you have
to be fairly quick !!
(231) Exit to the
rabbit’s ‘residence’. Poke around things there — particularly the candy
machine and the bubble-gum machine. Where/how do you get a horn
connected to a whistle ??
(232) Use ‘whatever’
!! Interesting results ……… !
(233) Granny reverses
backwards to the ‘invisible-electric’ room. You get a
smelly cigar.
(234) Examine the
entrances into the house. Mr. Rabbit himself ……….. scampers away
before Granny can get to him ! Look around and about.
===================
(235) |~ There are
6 ‘actions’ you have to do here — all in this same frame.
(236) |~ NO
braventory items are involved here, but there is 1 drag*
action.
(237)
|~ HINTS
:- Granny has a mud bath, & some very youthful
aerobics !