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Armed & Delirious

by Len Green 11 sections about 112 minutes to read

(238) |~ OBJECTIVES
:- 
(A) Get a squeegee.  
(B) Get onto the exercise bike.

(239) |~ If you get
stuck for too long, maybe get help from the

(240) |~ “Full Walkthru”
(where you are told exactly what to do and in very full detail
; together with descriptions of what happens and why !).

===================

(241) Get into a weird
red ‘vacuum’ room.

===================

(242) |~ There are
8 ‘actions’ you have to perform here — the last one only
needing fairly rapid speed ;

(243) |~ They are
all in this same frame (a sort of red ‘vacuum room’).

(244) |~ NO
braventory items or draggings are involved here !

(245) |~ BOTTOM
LINE
You get a Master
key
!!

(246) |~ If you get
stuck for too long, maybe get help from the

(247) |~ “Full Walkthru”
(where you are told exactly what to do and in very full detail
; together with descriptions of what happens and why !).   S
A V E
!

(248) |~ The last
‘action’ ONLY is a bit tricky and has to be done quickly,

(249) |~ so save frequently
and
particularly before the last but one ‘action’.

    If you
get the timing right, the whole room contracts and expands ; Granny is
swiveled to the left ; and you get the key. You may be lucky and succeed
first time or you may have to repeat a few times — but you’ll get there
! (N.B.
You may not notice that you actually GOT the
key, but if the abovementioned phenomena took place, then you DID. It’s
very
well worth while
just checking in Granny’s braventory to make absolutely
sure — you don’t want to have to make the very long
journey specially all the way back to here again, and then have to repeat
all
of this again, some time later in the game !).

===================

(250) Exit, exit,
etc. !  Travel from D to A.
Go into the room with the two ‘slumbering guards’.

A.

(251) What can be
done about that filthy mirror ?  Granny knows !

(252) You get a
diamond
.

(253) Exit, exit !
Go to E and from there to E2
You’re back at that drowsy tree again.

E.

(254) Something about
that yawning tree !?

(255) DO something.

(256) And again !

(257)
Find something to drag*. WHAT; yet
another room !! Wander around.

(258) Something here
may give you a clue as to what to do next ?

(259) You get a
long sheet of paper
.

(260) Back to the
yawning tree.

(261) Use the skateboard.
Back to the woodland again.

(262)
Drag* something — Granny is now in
the Rabbit’s (Alice in Wonderland type) stock exchange.

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 ?

(263) Make a cheeky
action !?

(264) And another
?!

(265) Create an
illusion of diamonds
. (A crafty way of multiplying one diamond
into many — a stock exchange gambler’s mirage !!).

(266) Illusions can
sometimes be constructive !

(267) You get exploding
boxes
.

(268) Go to D
and from there to D1. Go back to that
eerie forest again.

D
& D1
.

(269) You come upon
an old geezer snoring away despite the fact that he has an ax embedded
deep in his head !?!?  Examine the terrain.

NOTE.
Operate
the tape recorder again (hints !?).

(270) Observe the
‘bubble of thought’ emerging from his ‘open mind’ !

(271) Get ready for
brain surgery !!!

(272) What ‘anesthetic’
might be suitable ?

(273) The next actions
have to be done pretty quickly !   S
A V E
!

(274) “The laundress
and the tunnel”.
  This is a whole ‘scene’ involving several actions
but no braventory items (either given or received) and no ‘dragging’. 
Some of the actions have to be performed fairly quickly. If you ‘slip-up’,
you start all over again — but it’s fairly easy and you get as many tries
as you want. If you succeed, you automatically get transported to the next
stage of the game. If you get stuck for too long, maybe get help from (274)
of the “Full Walkthru” (where you are told exactly what to do and
in
very full detail
; together with descriptions of what happens and
why !).

(275) Granny would
like to get to the guy in the chair but the billy-goat isn’t having any
!

NOTE.
Operate
the tape recorder again (hints !?).

===================

(276) |~ There are
8 ‘actions’ which you have to perform here — there is NO dragging to
be done ;

(277) |~ They are
all in the same frame (That ghastly guy in the chair !)

(278) |~ HINT:-
You will have to use two of Granny’s braventory items.

(279) |~ BOTTOM
LINE
You get underpants
!!

(280) |~ N.B. 
It’s all a bit chaotic, but if you keep on clicking you’ll succeed.

(281) |~ Incidentally
:- Sometimes, when Granny is close to the guy, it goes better if you move
her anywhere away from him !

(282) |~ If you get
stuck for too long, maybe get help from the

(283) |~ “Full Walkthru”
(where you are told exactly what to do and in very full detail
; together with descriptions of what happens and why !).

===================

(284) There is one
‘game’ you can play here — it’s pretty easy !

(285) ‘Play’ it !
If you get stuck for too long, maybe get help from (285) of the
“Full Walkthru”.

(286) Success in the
game creates a new exit.

(287) Take it ! 
You are now in a place where a workman is using a pneumatic drill on a
giant snail.

(288) Granny keeps
shaking and falling down. What does she need to overcome this ??

(289) Do something.

(290) And something
rather similar.

(291) And something
else of a somewhat similar nature.

(292) You get a
mushroom
.

(293) Take the ‘new
exit’. You are in Melanie’s room. Roam around ?!?

===================

(294) |~ There are
9 (small, and quite ‘easy’) ‘actions’ you have to do here ;

(295) |~ They are
all in this same frame (Melanie’s room).

(296) |~ HINT
:- There is NO dragging to be done here.

(297) |~ { Quite a
bit of ‘fun’ with “toasted-bugs” or whatever ! }

(298) |~ You will
have to use (up) 2 of Granny’s braventory items…..

(299) |~ BOTTOM
LINE
You get a family
album
!!

(300) |~ { This album
comes from a weird creature you can’t get to directly
}

(301) |~ If you get
stuck for too long, maybe get help from the

(302) |~ “Full Walkthru”
(where you are told exactly what to do and in very full detail
; together with descriptions of what happens and why !).

===================

(303)
Drag* something which causes Melanie
to fly to … ?? … ??   s a v e
!

(304) Exit, exit,
etc. ! Go to the Villa.

GRANNY’S
VILLA
.

(305) Enter the villa. 
Go to the washroom. You get a ball filled with
water
.

(306) Exit the washroom
and the villa’s front door. Go to C
and then to C1.

C
& C1
. — (The
Upside-Down World
).

(307) Granny falls
down the elevator shaft.

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 ?

(308) Look around
the elevator ‘foyer’. Try whatever !

(309)
You’ll have to do* more than that to
make something really happen to that foyer ???!

(310) Again try various
things to see what happens, and try to get something going !

(311) Do whatever
necessary, and explore the various floors.

(312) Get to the floor
where the action really takes place !

(313) Get moving
!!!

(314)
And
onwards* !

(315) Get into a REALLY
upside down room with Granny upside down also !! Notice the rabbit —
who/what is he ?

NOTE.
Operate
the tape recorder again (hints !?).

(316)
Get to know the place. Drag* something
in order to move on.

(317) And now exit.

NOTE.
Operate
the tape recorder again (hints !?).

(318) You are now
in a room whose stairs are arranged crazily. Note who and what rushes in
and out and why ! You need to use something here.

(319) This enables
you to use something else.

(320) A braventory
item is needed.

(321)
A dragging* action will finish off
this scene by getting rid of the characters involved !!

(322) Exit and ‘converse’
with the creature on the ceiling/floor.

(323) Try something
which disproves Newton’s law of gravity !

(324) Get to a very
dark place.

(325) Cause something
to happen and see what it is when you return to the room below !

(326) You get a
lampshade
.

(327) Fit something
Granny’s been carrying.

(328) Cause Granny
to travel.

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 ?

(329) She is in some
sort of machine room. As always, poke around and keep your eyes and ears
open. N.B. Keep a half an eye on the cat and the goldfish.
Try to get something.

(330) You get a blueprint.

===================

(331) |~ There are
6 (small, quite ‘easy’) ‘actions’ you have to perform here ;

(332) |~ They are
all in this same frame (the machine room).

(333) |~ NO
braventory items or draggings are involved here !

(334) |~ BOTTOM
LINE
You get a weird
fish
. {Check your braventory to see you’ve really got it
!}.

(335) |~ If you get
stuck for too long, maybe get help from the

(336) |~ “Full Walkthru”
(where you are told exactly what to do and in very full detail
; together with descriptions of what happens and why !).

===================

(337) Exit to the
fourth floor corridor. Get to A VERY STRANGE ROOM INDEED !! Some
crazy architect has somehow split it horizontally along the middle —
goodness only knows how or why ?!?  This time, have a very
good look around (if you want to make ANY ‘sense’ of what is to happen
??). Granny can also take a shower here if she so wishes !?

NOTE.
Operate
the tape recorder again (hints !?). S
A V E
!

(338)
There is a round metallic looking knob on the floor near the bottom middle
of the screen. Click on it — anything significant happen ?  Drag*
it to Granny.  N.B.  It is ESSENTIAL
that you do this HERE, or you could be in very serious trouble later
(a nasty ‘dead end’ !!!).

(339) The set up here
is absolutely zany ! Granny has got to get ‘upstairs’ (talk
about “split level” !).

(340) Quite a bit
of ‘fun and games’ to achieve this !

(341) She would like
to get to the right hand side of this floor but the artist won’t let her
………… it spoils his ‘concentraaaaation’ !

(342) She will have
to distract him with one of her possessions. From his talking and singing,
it’s not difficult to guess what would appeal to him !

(343) Notice that
that there is a ‘counterpart’ chest of drawers on the upper level !

(344) And also an
‘ancient Russian fireplace’ on both ‘floors’ !

(345) There IS a somewhat
shorter method to get rid of the artist than the one described in the “Full
Walkthru” (see 345) !! Maybe you’ve found it ?!?  
But you miss a fair bit of the ‘fun’ !!

(346) Get rid of that
weirdo on the right of the camera !@#$%&? .

(347) You get a
camera (with a backwards flash)
.

(348) Granny has apparently
“missed her waxing appointment” ?!!

(349)
Drag*
something. Granny arrives at a ‘Hungarian cube’ with its crazy architect.
Inspect ! Why no electricity ? Wires disconnected ??

NOTE.
Operate
the tape recorder again (hints !?).

(350) Make part of
the cube rotate in one plane !

(351) And now another
part in a different plane …… Country and Western music, & dancing
red boots ! At least the cube looks a bit more ‘normal’ now!

(352) The architect
is obstreperous. What has he lost ? Oh yes — give him something ‘useful’
(not that it seems to actually help him much !).

(353) Muffle the music
(how ?) and make the red boots stop dancing and become more accessible.

(354) You get red
dancing boots
.   s
a v e
!

(355) Exit, exit,
etc. (some exits are a bit ‘trickier than usual’) !  Go to E
and then to E3.

E
& E3
.

(356) Exit and arrive
at George’s office. Click on him many times to get him to
pay any serious attention —- you’ll hear just what he thinks of his mother
(and vice versa) !!!

(357) Since (according
to Granny — his mother) George is only interested in “money and young
women”, get Granny to act the part. NOW George really pays
attention and opens up his inner sanctum !

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 ?

(358) Use something.

(359) Can you photograph
George ? ……………. Sure !!

(360) O.K. …………
and
George REALLY launches into orbit !!!!

(361) Look around
carefully. You get a suitcase (with a sock
credit card
)
{it’s rather difficult to see !!}.

(362) Exit and go
to the villa.

GRANNY’S
VILLA
.

(363)
Go back to George’s secret room { see (021) }. Drag*
something.

(364) Granny must
cause dark red curtains to be drawn revealing a sophisticated missile of
some sort.

(365) She tinkers
with gadgetry. Whooommmfff. ——– Hatch closed ————
Take off !

(366) You get a
football helmet
. — If the bed comes crashing down and
stops Granny from getting the helmet (you can try it if you like !!), don’t
worry — you can very easily get it to retract again !

(367) Exit, exit,
etc., and return to A.

A.

(368) Open the double
fawn colored doors at the top of the (static) staircase.

NOTE.
Operate
the tape recorder again (hints !?).

(369) Granny is given
‘instructions’ “for the sake of security”.

(370) She does what
she is told — for what it’s worth !!! — and is informed that she can
begin the game.      S
A V E
!

(371) This may be
a bit tricky (though sometimes extremely easy), but
not really hard. As always, you can repeat as often as you need. 
(HINT :- If you have trouble, sun tan lotion may assist !!).  If you
get stuck for too long, maybe get help from (371) of the “Full Walkthru”.
When you ‘win’, Granny reaches the trophy and obtains a
goblet
.

E1.

(372) Exit and go
to
E, and then E1,
and then to the giant.

(373) Find the balloon
maker — He’s not far away — A galloping stone will take Granny to him
— She shows off her dancing prowess with the wacky character (is that
her idea of ” jiving ” ??!!@#$%&???).

NOTE.
Operate
the tape recorder again (hints !?).

(374) Talk to the
guy. Granny wants an engine or electricity or whatever. He says she can
take it — but how ??  Give him something he wants.

(375) …………….
He lied ……………… He wants more than that !! You get an
engine and a car battery
. Exit, exit, etc., and return to
D
and then D1.

D1.

(376)
Go to the eerie forest. Try the car (which flew out of the ax-man’s head)
…… no go !  Use something pretty obvious on it and it lights up

literally !  Exit bottom left corner.  S
A V E
!

NOTE.
Operate
the tape recorder again (hints !?).

(377) Granny is in
front of a bench, next to a kind of ‘fruit-machine’ ; with that darned
kangaroo still hopping round and round in circles. Get the machine to ‘light
up’.

(378) Make the barrier
bar descend (timing a little tricky here !) — and see what happens to
the kangaroo!

(379) QUICKLY get
Granny to do something.

(380) Quickly
(since he soon recovers and resumes his hopping !) cause the kangaroo to
take Granny on a guided tour of the area — ride him Cow-Granny ! On their
travels, Granny picks up a magnet
On return, Granny is thrown down off the animal’s back. IMPORTANT
:-
check Granny’s braventory to see you’ve actually acquired
the magnet. Exit right bottom corner ; back to D,
and the map. Go to C and C2.

C2.

(381) At C2
g
o to [ii]
— see (056). Granny has arrived at a Disco. Slouch around and
talk to the deejay and listen to what he has to say.

NOTE.
Operate
the tape recorder again (hints !?).

(382) Granny does
something most grannies couldn’t do !

(383) She has another
session of acrobatics and sure clears the floor pronto !!

(384) …….. And
Granny goes dancing ……….. ” rock-‘n’-roll ” !!??@#$%&??!!

(385) Granny wins
the prize —
a clapping hat.

(386)
Drag* something. A new exit opens up
— Enter this large round hole.

(387)
Granny’s in a Karaoke hall. Her grandson is boring everybody to tears.
Play around there. Drag* an object
— ‘curtains’ to the brat (although you can still hear him !!).

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 ?

(388) Now shut him
up — thank goodness !!

(389) ‘Interact’ with
both of the two old geezers.

(390) Granny’s ‘repertoire’
— ” Honky-tonk ” ??

(391) Get out of there.
A guard bashes Granny, shakes her, and grabs her braventory.

(392) She finds herself
in another most curious room, and gets a REAL shock !! She can click on
the exit-icon on the large central screen …. sit in the chair …. pull
the lever on her right ………………… and get a really good close
up view of her hair and other things — but not much else !! ‘Retreat’
!

(393) She’s back with
the guard and gets her own back by kicking him where it hurts most (Kung-fu/Granny)
— She also gets her braventory returned.

(394) The guard has
plenty of pin-on metal medals — how ‘attractive’ !!!

(395) You get an
emergency steering wheel
.

(396) Now enter the
door and Granny’s back in that very curious room.

NOTE.
Operate
the tape recorder again (hints !?).

(397) Try various
things including conversation with the guard.

(398) Give the guard
something that will REALLY keep him occupied ! He will be too ‘mesmerized’
to pay attention to anything else.

(399) Granny enters
a room where Florence is making ‘music’ on an electric guitar.

(400)
‘Investigate’ Florence, the cage, the door, the loudspeaker ; whatever
!  Drag* something which makes
the cage rise — blessed silence !

(401) Push an object
which is a bit difficult to see and observe the result !

(402) More of the
same, but this time use something.

(403)
Drag* something ……………. ciao
Florence !!!! 
You get an electric
guitar
. Exit ; exit ; ……. etc.

B.

(404) Go out onto
the map. Go to B.

(405) Barter with
the trader. You get the top part of a hang
glider
.

(406) Return to the
trader for more ‘business’. You get a fishing
rod
.

E1.

(407) Go to E1
and again to the giant.

(408) Hook a
pair of glasses
. The walking stone vanishes — he can’t
see where he’s not going any more!

(409) Return to the
well. Go to the underground cavern and from there to the ‘pastoral scene’.

(410)
Drag* a ‘universal’ object and enter
the opening.

(411) One tiny Napoleon
playing with a cannon ……. another running around in circles attempting
to avoid being crushed by a steamroller driven by Quinn (Granny’s baby
grandson) !@#$%&?!@#$%&?. Get as much of the “story” as you can
from the ‘cannon-kid’ and surroundings.

(412) “How to make
a hang glider — for Dummies”
!

(413) Granny goes
hang-gliding !!!  Eventually, she chases Quinn away from his games
!

(414) Exit ; exit
; exit; ……. etc. Go to C then C3.

C3.

(415) Take a step
forward (so that the first door on your right is the ‘prison’ — with
the crazy video camera).   s a
v e
!

(416) Click on the
last (third — dark green) door on the right of the corridor.

(417) Granny is in
a room full of giant loudspeakers and a video camera (linked to Agent Rabbit).
How can she avoid getting deafened ?

(418) Find some way
to stop the video camera from tracking Granny’s subsequent movements !!

(419) What’s this
— a magic stick !  You get TWO crooked
sticks
.

(420) How can you
‘manufacture’ a large new (exit) hole ?

(421) Use this new
exit-icon and enter the hole. Granny enters a solitary confinement room
with her granddaughter Donna. ( Let the sequence run to the end ……..
No, there’s nothing wrong with your computer !! —
Granny’s been temporarily blinded by Agent Rabbit’s magic !).

(422) How can you
get Granny to see properly ?

(423) Have a few ‘polite’
grandma/granddaughter exchanges !!

(424) Use something.

(425) Use something
else to release Donna from her imprisoning hat !!

(426)
Drag* something.

(427)
Now drag* something else — well
I guess that’s one way to shut up a real pesky kid !!!!

(428) Return to the
plants’ underground command center.

(429) Do something
to the giant ventilator. Wowwww — all protective bars are removed (together
with that annoying plant) !

(430)
Drag* something again.

(431) Granny takes
action …….

(432) …….. And
more action.

(433) Step (click)
into the ventilator.

          
( N.B.  If Agent Rabbit isn’t inside and you’re
returned to the plants’ underground command center, check in your braventory
that you’ve still got a goldfish and also a mushroom !! —
if
not, get them if you want to see the very lengthy end sequence ) :-

S
I T
   B A C K   &  E
N J O Y

T
H E
   C L O S I N G   S E Q U E N C E 
OF :-

ARMED
& DELIRIOUS  (DEMENTIA)”

 

====================================================================================

====================================================================================

 

 

ARMED
& DELIRIOUS

(Also
entitled
  “Dementia
and
originally “Granny”
)

FULL

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 !