What follows beats 'The Planet of The Infinite Minds' with _full points_ and in only 222 moves. It can be done faster; you don't have to talk to CleftValet to use the meditate command and you don't have to visit your house at all. But then, it all wouldn't make much sense (irony intentional.) And you wouldn't score _full points_. Save yourself tedious typing by entering '@', and then selecting this file. Also, realise that there is a superior hint system included with the game. Superior, that is, to this lousy walkthrough. Type HINTS to access it. *** Walkthrough *** >restart >y /incase you're running this script directly into the game. >d /From the beginning you can go any direction at all (down is just my personal favourite.) This will bring you to the gypsy's caravan. >Approach Gypsy >Sit on the chair /A fair bit of waffle ensues here. >Listen to gypsy >g >X Photograph >Stand >look on table /At which point there is a knock on the door, and the gypsy leaves. >n >Open curtain >x window >x ledge >Read journal /This gives you a little more background, as well as three vital pieces of information >s >e >get big video >Put it in the vcr >Press play >g >g /The picture quality should have worn down so badly by now that a wearing in time is visible >wear wearing >rewind >press play >l >x man /BetteDavisEye is an expert on the cards >ask man about cards >compare man with photo /Not the guy we're looking for, obviously >give photo to man /He'll give you that name that had escaped you earlier. You ought to find yourself on the bed in the clown room >get up >s >e >fast-forward the tape >g >press play /A bit of lateral thinking is needed here. At the beginning of the game you mused over how you could picture the library in which you work to minute detail. It may have seemed extraneous at the time. /The gypsy told you that you could only create something which you could visualise precisely. On top of all this, BetteDavisEye gave you a lead on a book you might find interesting. Therefore: >create library /The game will ask for a direction to put the library. It doesn't really matter which you choose. >u >u >open book /Now, not only have you a total understanding of the mind of Erwin Schrodinger, you also know his method for understanding theories. All he needs is a photo of the theorist and a synopsis of his or her work. /BetteDavisEye eluded to a book CleftValet had written. What better place than a library to find such a book. >look at shelves >ask bill about books >ask bill about CleftValet /He'll find the book for you >read large tome >get sheet >read it /Just the sort of synopsis we were looking for. >drop tome >out >create the mind of Erwin Schrodinger >se /just to make things a little more awkward... >se /Schrodinger was speaking quite literally when he said that he could call Einstein up in his mind. Can you guess what we're going to do next? >out >out /There is always a way out >w >open envelope >put photo in envelope >put cutting in envelope >e >play video /It's the End of Time. The gypsy ought to have got around to posting that envelope by now... >se >ask Cleftvalet about crystal ball /Again, from the journal. He'll give us a new verb, 'Meditate' >ask cleftvalet about the big crunch /His special topic, or so the cutting claimed. >g /Every time you ask, you will receive another clue about what to do with the point outside in the void. Once you twig... >out >drop all >i /"You are carrying nothing." - so >drop nothing >out >out >meditate on crystal ball /You must look on the table first (We already did) *** In the Crystal Ball *** /The ball consists of nine rooms which all connect to each other. So, from each room you can get to any of the others. Kind of a reverse maze. >n >get cards >look at cards /We want to take the key for ourselves but only one card can return to reality with us, and since the cards cannot be separated, we've got to show them to themselves, to make them disappear. >w /Sphere disappears >sw /Cube disappears >w /Pyramid disappears >sw >drop cards >ne >get pyramid /We can't go south-west this time, we can only fit through the triangular holes whilst carrying the pyramid. >w >s >drop it >s >get sphere >ne >e >n >get cube >x sphere /The thing with spheres is, they're just balls. And crystalline spheres are just crystal balls. >meditate on sphere >get camera >drop cube >out /Now, we'll smuggle the cube out inside the sphere >get sphere >se /Sphere and pyramid disappears. >meditate on sphere >get cube >out /Bingo, cube, sphere and pyramid in the one room. Now forget all about them for the rest of the game >drop cube >get cards >meditate on sphere /Bye-bye twins >out >s >cast cards in to pit /Or give cards to saint. See you in hell, deuce >get cards >s >get nothing /Reverse of what you did earlier. Universe card vamos. Along with anything else you might have been carrying. >get all >meditate on nothingness /*** Important *** This bit can be skipped, but it's a lot of fun and contains four valuable points. /The Buddhist concept-as-puzzle element might seem unfair, but this area can also be accessed by typing '>Sleep' or '>Wake' at any point during play. It's not really a puzzle, because you can complete the game without ever visiting your house. Think of it as a reward for cool people. >get up /Don't worry about the phone yet. It's someone you owe money to. They'll keep ringing >open drawer >get pen >examine wall >flick switch /Hmm, what's up here? >s >e >turn cold tap /Something isn't right >Look out window /Maybe that's the answer... >w >d >w >x settee >search settee /Surprise, surprise - a pound coin down the arm. >e >out /Investigate that thump we heard earlier >get newspaper >read it >read crossword /Don't even attempt to answer any of the clues it gives you - they're daft. Instead >Do crossword /The strain ought to bring us right back to the Limits of Time and Space >se >listen to OmniMason /If you listen long enough, you'll hear him denounce heaven, the subconscious and (rather more obtusely) Kant's belief in the existential necessity of thing-in-themselves as the cause of experience. >w >use camera >s /Wait until the Polaroid pops out >look at camera >z >get photo >press button >nw /Kill some more time >look at things >whistle >get photo >press button >w >give red Polaroid to omnimason >give blue Polaroid to him /By this point, the photo should have popped out of the camera. You can save yourself one move here by simply showing the picture to OmniMason, which doesn't require the object to be in your inventory. He'll still snatch it off you, but continuity is an over-rated thing. >show photo to man /On your way, fool! /Speaking of continuity, you may be wondering how the things-in-themselves can not be seen and yet, somehow photographed and then seen. You probably think this is a big hole in the plot. We'll this ought answer your pedantic questions... >i >look at Frobozz magic camera /Now, drop the wretched thing, we're finally getting out of this caravan. >Drop camera >out >unlock and open door >out >north >get whistle >s >in /What - back so soon? >e >eject >get reg video >put it in player >press play /Now, you just need to 'Watch TV' for a while. Eventually, the woman will play a tune on the horn. Play the same tune on your whistle >play c >play g >play f >z /Oh-oh, spaghetti-o... You should have summoned leprechaun MacFlecknoe He'll give you a box of lucky charms for your trouble. If the video is still playing when he arrives, he'll watch it with you. /Eventually the leprechaun in the video will say "Take a look at me charms!" The real MacFlecknoe will urge you to do so, in the pursuit of a special point. >look at charms >Stop video >out >get photo /A momento >tell MacFlecknoe about planet medvidev /He ought to warp you there. Soon you're falling through the sky >Look at planet >Look at land mass /You spy something gray amidst the green and blue. Interesting... >Look at ground >g /...Now you're inside the palace of minds. >compare picture to portrait /That's our man, alright, CleftValet can't be too far off. >w >u >look at man /It's our old pal OmniMason! He has taken a personal dislike to us, and refuses us entry to the door in the north. Keep trying though. Eventually he will inform you that you can't have your cake and eat it, and that you can't polish a turd >knock on door >n /Once he's done so, it's time to head downstairs and prove him wrong, just for old times sake >d >n >e >get dough >w >open oven >put dough in dish >press button /Now, we'll leave that to it's own devices >s >e >n >flush toilet /Oh dear, you must be thinking, not some sort of scatological puzzle involving toilets. It seemed like a great idea when I came up with it - it might seem a little juvenile though, and if it does, let me apologise. We could of course put off the inevitable.. >s >lie on chaise lounge >sleep /Back here, eh? >s /If the phone isn't ringing, then you should wait until it is. >answer phone >wake up /And there's another sneeky point. You can play with the toaster in the kitchen or your shower if you like, and wait until your narcolepsy kicks in. Otherwise, just: >sleep >get up >e >drink paint /Do not try this at home, etc. >open box >eat charms >w >n >open toilet seat >sit on toilet /Can you see what it is, yet? >look in toilet >get golden turd >s >w /Oh, I forgot about the cake. >n >press button >get cake >s >u >polish turd /OmniMason should freak out just a little at this point. If he doesn't just keep going north until he claims that the act is impossible. If he has freaked then: >hip hip >hip hip >hip hip /Because you are about to win the game, and with _full points_ too! >eat cake /He should completely blow his top at this. Sit back and enjoy the show. *** Bye-bye *** This walkthrough should, command for command take you from the start of the game to the very end. If it didn't work for some reason, just mail me at (that's a hyphen and a zero.) Ditto if you come across any bugs (especially if they're funny), unintentional crashes or typos.