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Pepper’s Adventures in Time

by Tom Hayes 27 sections about 39 minutes to read

Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.

             ACT II
             ------
81     1     Talk to either guard.
83     2     Get the string.
84     1     Talk to the left man playing frisbee.
85     1     Talk to the right man playing frisbee.
86     1     Talk to the people on the bench near the tree.
[JLR note: Actually this is 2 points, 1 for talking to the vicar and 1 for
talking to Quibble Quabble.]

88     2     Get the bag.
90     2     Talk to the woman in the sewing shop.
91     1     Talk to the woman in the sewing shop.
92     1     Knock on the door of the millinery shop.
93     1     Talk to the woman in the millinery shop.
94     1     Talk to the woman in the bakery.
95     1     Knock on the door of the pub.
96     1     Talk to the man in the pub.
97     1     Talk to the man on the bench in the street.
98     1     Open the bag.
99     1     Give the bag to the man on the bench in the street.
101    2     Knock on the door of the shop.
[JLR note: Actually it is 2 points for giving the bag and only 1 point for
knocking on the door of the shop.  And if one wants to get REALLY picky, it's 1
point for giving the bag, 1 point when he tosses you a coin, and 1 point for
knocking, but we all know what you mean here.  I only mention it because I
sometimes get fooled when the program breaks the points up like that, giving
you 1 point immediately and then adding on another point later before handing
control back.]

102    1     Talk to the woman in the shop.
103    1     Talk to the left man in the post office.
104    1     Talk to the right man in the post office.
105    1     Try to get the package.
107    2     Get the package.
108    1     Give the shilling to the guard.
109    1     Smell the dresser.
110    1     Drink from the bowl.
112    2     Eat the dresser.
113    1     Eat the sweets.
114    1     Eat the key.
115    1     Eat the bone.
117    2     Use the key on the dog bed.
[JLR note: Plus 2 more points if you Use the bone on the dog bed.]

119    2     Use the mouth icon on the butler.
[JLR note: Instead of the mouth icon for 2 points, use Lockjaw's fleas on the
butler for 4 points.  I was inspired to try this by later discovering that
using the truth icon on the butler got a message about flea treatments.]

121    2     Get the key.
[JLR note: I.e., either use the paw on the bed or bite the bed to regain the
key.  You apparently can't retrieve the bone from the bed.]

125    4     Bite the clock.
127    2     Move the shroud.
128    1     Smell the rat hole.
130    2     Bite the rat hole.
133    3     Walk to the fire.
134    1     Talk to either guard.
135    1     Talk to either guard.
136    1     Talk to either guard.
137    1     Get the piece of tin.
138    1     Knock on the door of the Washington house.
139    1     Talk to Deborah.
140    1     Show the package to Deborah.
141    1     Use the package.
142    1     Open the book.
143    1     Look at the book.
146    3     Show the book to Deborah.
171    25    Correctly answer the five quiz questions.
[JLR note: I had 183 points at this point.]


             ACT III
             -------
173    2     Get the tomato.
174    1     Talk to Ben.
175    1     Get the string.
176    1     Get the doctrine of personal mellowness.
177    1     Get the schematic.
178    1     Get the rubber stopper.
179    1     Get the magnet.
[JLR note: You get 1 point if you look at the schematic in your inventory.]

181    2     Show the schematic to Ben.
182    1     Try to get the matches.
183    1     Talk to Sally.
186    3     Use the tomato on Pepper.
187    1     Open the sideboard.
188    1     Get the recipe card.
[JLR note: One point if you Talk to young Ben.]

189    1     Get the picnic cloth.
192    3     Use the picnic cloth on Pepper.
193    1     Get the clothes.
194    1     Give the clothes to Ben.
196    2     Give the string to Ben.
197    1     Get the kite.
198    1     Talk to Richard.
199    1     Try to get the key.
200    1     Get the three proverbs.
201    1     Talk to the woman on the bench near the tree.
202    1     Talk to the man on the bench near the tree.
204    2     Give the quarelling proverb to the woman near the tree.
205    1     Talk to the woman in the bakery.
208    3     Give the recipe card to the woman.
209    1     Talk to the man in the pub.
211    2     Give the food proverb to the man.
213    2     Give the jar of cabbage to the goat.
214    1     Talk to the left man in the post office.
215    1     Talk to the right man in the post office.
217    2     Give the laziness proverb to the right man.
218    1     Talk to Richard.
219    1     Get the three proverbs.
220    1     Talk to the right man with the frisbee.
221    1     Talk to the left man with the frisbee.
223    2     Give the work proverb to the left man.
224    1     Talk to the woman in the millinery shop.
226    2     Give the gossip proverb to the woman.
227    1     Talk to the woman in the shop.
229    2     Give the money proverb to the woman in the shop.
230    1     Talk to Richard.
231    1     Get the two proverbs.
232    1     Talk to the woman in the sewing shop.
234    2     Give the words proverb to the woman.
235    1     Talk to the man on the bench in the street.
237    2     Give the honesty proverb to the man.
238    1     Get the key.
239    1     Get the carpetbag.
240    1     Combine the sheet of tin with the empty jar.
241    1     Use the jar on Ben's bath.
242    1     Combine the stopper with the jar.
243    1     Get the iron rod.
247    4     Give the Leyden jar to Ben.
[JLR note: Actually 1 point when you combine the iron rod with the jar and then
3 points for giving the jar to Ben, instead of 4 points.]

248    1     Give the schematic to Ben.
249    1     Give the kite to Ben.
250    1     Give the string to Ben.
251    1     Give the key to Ben.
276    25    Correctly answer the five quiz questions.
[JLR note: I had 290 points at this point.]


           ACT IV
           ------
278    2     Get the backscratcher.
280    2     Get the fan.
282    2     Get the lever.
284    2     Get the paddles.
286    2     Get the stepstool.
288    2     Use the stepstool on the ladder.
289    1     Use the ladder.
290    1     Open the window.
291    1     Open the cage.
294    3     Walk to the fireplace.
[JLR note: Look at the slippers for 1 point.]

296    2     Bite the slippers.
298    2     Bite Pugh.
[JLR note: OR, instead of biting Pugh, click the paw icon on the jar of wig
powder on the desk for 4 points.]

300    2     Get the letter.
[JLR note: Smell the pigeon for 1 point.]

302    2     Give the letter to the pigeon.
303    1     Get the letter.
304    1     Talk to Sally.
305    1     Talk to the woman in the bakery.
308    3     Give the fan to the woman in the bakery.
309    1     Talk to the woman in the millinery shop.
310    1     Talk to the woman in the sewing shop.
311    1     Talk to the man in the pub.
312    1     Talk to the man on the bench near the tree.
[JLR note: Um, I think you mean the man on the bench in the street, NOT near
the tree.  This is the gambler.]

313    1     Talk to the woman in the shop.
314    1     Talk to the left man in the post office.
315    1     Talk to the right man in the post office.
316    1     Talk to the woman on the bench near the tree.
317    1     Talk to the man on the bench near the tree.
318    1     Move the stamp act sign.
[JLR note: Look at the heart carved on the tree for 1 point.]

320    2     Open the secret door.
321    1     Get the puzzle box.
324    3     Solve the puzzle.
[JLR note: After solving the puzzle, go into your inventory and click the
finger icon on the bundle of love letters.  This gets you a point, but I've no
idea why.  Maybe they had originally meant to open the letters?]

325    1     Talk to Marty.
326    1     Talk to Throckmorton.
327    1     Talk to either guard.
330    3     Show the king's letter to the guard.
331    1     Talk to Richard.
333    2     Show the love letters to Richard.
334    1     Open the carpetbag.
335    1     Give the carpetbag to Richard.
360    25    Correctly answer the five quiz questions.
[JLR note: I had 380 points total at this point.]


             ACT V
             -----
361    1     Talk to Ben.
363    2     Show the king's letter to Ben.
365    2     Use the lever on the printing press.
366    1     Get the letters.
367    1     Talk to the woman in the bakery shop.
369    2     Give the letter to the woman.
370    1     Talk to the woman in the millinery shop.
372    2     Give the letter to the woman.
373    1     Talk to the woman in the sewing shop.
375    2     Give the letter to the woman.
376    1     Talk to the man in the pub.
378    2     Give the letter to the man.
379    1     Talk to the man on the bench in the street.
381    2     Give the letter to the man.
382    1     Talk to the woman in the shop.
384    2     Give the letter to the woman.
385    1     Talk to the left man in the post office.
386    1     Talk to the right man in the post office.
388    2     Give the letter to the right man.
389    1     Talk to the woman on the bench near the tree.
390    1     Talk to the man on the bench near the tree.
392    2     Give the letter to the woman.
393    1     Talk to Marty.
394    1     Talk to Throckmorton.
396    2     Give the letter to Marty.
397    1     Talk to Ben.
398    1     Get the glasses.
399    1     Give the glasses to Ben.
[JLR note: Talk to Ben again for 1 point.]

400    1     Move the papers.
401    1     Get the herbs.
[JLR note: If you have already gotten some herbs from the storage shed, then
you will not be allowed to move the papers and get these herbs.  Since getting
the herbs in the shed gets you 3 points, you will still be ahead 1 point.  I
guess they put this bit in here just in case you missed getting the herbs in
the shed.]

403    2     Give the herbs to Ben.
[JLR note: After you are on the door step, be careful to look not at the door
in general, but the door knob area to get 2 points.]

404    1     Get the stick.
406    2     Use the stick on the door.
408    2     Use the magnet on the door.
409    1     Use the key on the door.
410    1     Return to 1764.
435    25    Correctly answer the five quiz questions.
[JLR note: I had 456 points total at this point.]



             ACT VI
             ------
436    1     Talk to Ben.
437    1     Get the kite.
438    1     Talk to the woman in the bakery.
440    2     Give the chocolate to the woman.
441    1     Get the bonbons.
444    3     Give the bonbons to the guard.
447    3     Use the kite on the river.
449    2     Use the first bush.
451    2     Use the second bush.
453    2     Use the third bush.
455    2     Use the fourth bush.
457    2     Use the window.
458    1     Get the pencil.
459    1     Get the paper.
461    2     Combine the pencil with the paper.
462    1     Use the painting.
463    1     Use the safe.
466    3     Open the safe.
468    2     Get the bag of money.
[JLR note: Before exiting, I clicked the finger icon on the empty safe and got
1 point, presumably for closing the safe.]

469    1     Use the painting.
[JLR note: Use the armonica for 2 points and more drama.]

471    2     Get the broom.
472    1     Get the fan.
473    1     Get the mitt.
474    1     Use the mitt on the iron.
475    1     Use the iron on the dress.
477    2     Get the dress.
481    4     Use the dress on Pepper.
485    4     Walk past the butler.
488    3     Find Lockjaw.
[JLR note: Finding Lockjaw has 5 points involving 3 actions after Pepper is
standing in front of the right door:
1 point when you Look at the door.
1 point when you talk to the door (or maybe I should say to Lockjaw through the
door.)
3 points when you click the finger icon on the door.]

489    1     Use the key on the door.
491    2     Use the magnet on the key.
493    2     Use the key on the door.
496    3     Smell the hall.
498    2     Use the paw icon on the closet.
502    4     Use the pot of blue dye.
504    2     Bite the butler.
[JLR note: The fleas won't work here like they did before.]

508    4     Use the charged Leyden jar on the general.
[JLR note: If you oppose electrocutions, you can click the finger icon on the
general to remove his wig, but it's only worth 3 points instead of 4.]

510    2     Open the doors.
513    3     Show the bag of money to Ben.
538    25    Correctly answer the five quiz questions.
[JLR note: I had 564 points total at the end of the game.  I have no idea if
this is all of them.]


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5.                                  Credits

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


John Romine (JLR): John was kind enough to send in dozens of new walkthrough,
item list and point list additions for this guide.


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

6.                           Copyright Information

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


This file is Copyright 2005-2010 Tom Hayes. As it can be difficult to keep
track of websites that haven't posted the latest version of this file, please
do not distribute it without my permission. Send an e-mail to me if you would
like to post this file on your website and you will likely receive a positive
response. If you do post the file, please keep it in its original form with all
of the sections intact and credit the author (Tom Hayes) as the writer of the
file.

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