Invasion of the Angora Fetish Transvestites from the Graveyards of Jupiter - The official Walkthrough Chapter one - the streets of Edwood City Welcome to the walkthrough. First of all, don't be shy. There is nothing wrong or unnatural about being stuck in an adventure game. Reading walkthroughs such as this doesn't hurt anyone, and as long as it makes you feel good, you might as well keep doing so -you are among friends here. The game is not particularly linear, certain things must of course be carried out in order to win the game (that goes without saying), but they can mostly be done in more than one way and in your own time. You are free to roam the city, but so are the non-player characters, and thus is this walkthrough not a stern dictate of directions and actions as you may have been led to expect. Specific commands and keywords are highlighted with brackets e.g. [sneak west]. You start the game at Edwood coach-station with a letter and a key among your belongings. Read the letter to find that you have been invited to stay at your friend Rusty's place, a short walk south. You are a new kid in Edwood and seek to launch a career in the movie business. What that career might be, is up to you dear reader, for sinister events are about to change your plans. You can gather various pieces of info one game at a time, string them together and then crack the case (or you can cheat like hell and read this walkthrough). Some of the events reveal general information. In subsequent games you can then skip these parts to save time and "use your general knowledge". This can very likely be considered cheating, but it is quite acceptable as long as nobody catches you doing it. Though not essential, the apartment gives you a safe haven where you can kick off your shoes and relax during the chapters. Upstairs, a closet can be examined to reveal a health-giving nutribar, and in the entry hall, a flyer advertises for a radio quiz show scheduled to happen at 15:10 (this is where the experienced adventure-gamer instinctively checks the on-screen watch to make out just how much time is left before the event). It would be nice to have a radio, but surely they cost more than the $3 you currently own, so stroll over to the eastern end of town and talk to the owner of "Psycho Chicken" music emporium about the [important delivery] (the address is written on the flyer, but further hints are 10 cents apiece), and he will ask you to kindly fetch a newly released album from the "Airwave" studio, in return for a free "news-flasher" radio. Yes indeed, it is the old 'go fetch' routine to get acquainted with the game, but we all have to start somewhere, don't we? Matters get complicated however as the final track of the album has not been recorded. For this to happen you are further instructed to retrieve the music score from actress, songwriter and generally attractive Deleria presently working in the film studio. To gain access to the studios, you need a pass-card so jealously guarded by movie producer George White until you have proven that you are capable of making a film. Very conveniently you can make your own film by buying old stock footage at the market ($3) and splicing it together in the cutting room [use the cutting board]. [Give the film to George] and he presents you with the needed pass-card to [open the gate]. [Get the music score] from Deleria, deliver it to the airwave studio and [take the record]. Deliver the record to the music emporium and receive a nifty news-flasher. It serves to keep you informed about the latest news and gossip and it even runs without batteries, so get yours today. The news-flasher itself is handy but not essential. However, for reasons later revealed, solving the first part of this quest proves crucial. The news-flasher informs you that "bunny-pox" is causing grief among rabbit-breeders, so this may be a good time to have a chat with "Bunny" Breckinridge about rabbit pelts. His main customers are shops like "Bunny Lingus" which specialises in everything furry. Go to the shop and talk to Barberra about her customers, and she will tell you about the transvestite customers Julian/Juliet and Stan. Julian/Juliet is otherwise occupied, but Stan can be found around the market. You only have to do this once, in order to learn about Stan's secret alter ego, Stella. From this day on, just mention [Stella] to Stan and he reveals that Julian/Juliet is currently seeing a psychiatrist to cure his depressions. However the doctor has just been promoted to head of the local asylum, and the sessions now take place there. Stan/Stella advises you to pick up a straightjacket in the "World of Latex" in order to "fit in with the inmates" if you plan to visit the asylum, as the inmates can get viciously upset. Gaining access to the asylum proves problematic as the main gate is locked, and guarded by George. A room to the north holds a calendar, where you can read the good doctor Strauss' schedule for the day. He only has one consultation at 15:25 and we suspect that it might be with Julian/Juliet. At 15:09, the news-flasher jumps into life again with the radio quiz programme announced on the flyer. George leaves his post to compete in the quiz in such a hurry, that he leaves the key to the asylum behind, sloppy indeed but highly convenient for you, so pick up the key and let yourself in. Meanwhile the news flasher transmits George's progress in the quiz, but place your bets quickly because he will be back again some ten minutes later to reclaim the key (if it is still around). Roam the asylum in the comfortable safety of your straightjacket, but be sure to be in Dr. Strauss' office at 15:25 to eavesdrop on a clinical conversation between the doctor and J/J. Soon the forgetful doctor discovers to his horror that he has completely forgotten to hand out the daily sedatives to the criminally insane. A few minutes later the sedatives wear off and the inmates go berserk, killing the doctor, his patient and each other in a merry orgy of frenzied violence. Feel free to hang around and enjoy the show. Chapter two - killer in high heels Julian/Juliet's body mysteriously vanishes (poof!), but he leaves his prized angora sweater behind. Pick it up (and even wear it if you fancy). A while later a mysterious shadowy killer begins to stalk the city, leaving a trail of clichés in his wake. The news-flasher faithfully transmits the murderer's progress, and you should have little trouble hunting him down once you are familiar with the layout of the city. He shies away from the player, unless the player is in possession of the angora sweater. The killer turns out to be the late J/J, now reanimated by yet unknown forces, but the sight of his beloved angora sweater causes the spirit of J/J to rebel against the possession and seriously weakens the killer. He then attacks the player but can be defeated if you replenish your hit points with the nutribar and other sources of food. You can leave the angora sweater anywhere in order to delay the confrontation, but be aware that the killer constantly stalks the other characters and may kill some of the essential characters, so don't wait too long. You find a business card on the body of J/J, advertising for a local church. Seek out the good priest to learn that J/J was a gentle character and must have been possessed by evil forces, and the most evil force the priest can think of is obviously Satan. Mention [hell] or [Satan] and the priest gets most enthusiastic and asks you to visit the eternal sauna to look for answers. At this point there is no rush to get things done, so take your time to explore, or catch up on any skipped quests, such as: Quest: Help "the Bela" Talk to Bela who lives in a house west of Gin Lane. He is desperate for another acting job and asks you to help him get a contract. Go to the studios and ask the cameraman for the camera (there are two approaches to this and [Cam give me the camera] is the peaceful one). [Buy raw film] at the market, and return to Bela. [Film Bela], and give the footage to George White. Naturally George is impressed with the footage and whips up a contract. Give the contract to Bela, who closes the quest by writing you an autograph. Bonus quest: Find a cure for Bunny-pox This quest is not essential, but pays off nicely. Visit the different labs at the college and gather the "bunny-pox toxin" and the "catalysing agent". Anti-matter is carried by Dr Vornoff. [Pour] the three compounds into the beaker and give the resulting antidote to the rabbit farmer. In return he pays you $100. The priest has given you no clue about how to reach hell -he normally leads people in the opposite direction you see, but the gravedigger has experience enough with the dead to tell you about the "book of the dead", which has the power to temporarily transport the living to the realm of the dead. This book is in the basement library of the church, and the priest readily gives you the key. Pick up the Necronomicon but do restrain yourself from fiddling about with the other book as it is smeared in poison. Give the book to the gravedigger, and he reads the secret passage aloud sending you straight to hell. Chapter three- I woke up early the day I died You are now free to wonder about in hell. Do talk to Satan, as he is a most welcoming host. He denies any connection with B/B but enigmatically comments that the humans no longer need his intervention to create hell. He then opens the exit through which you can leave. The rest of the dead seem preoccupied with a place called "the arena" in which the dead fight for promotion to demon status. Even pencil-necked "Deadhead!" has been spotted in the arena, and you learn that he used to research the mysterious "Brutallium" at a secret plant at the university. Other souls can tell you that things are often dropped and lost in the sand of the arena. Deadhead! lost a key to the secret lab is in the sand, so enter the arena and fight the gladiator. Once he is down for the eternal count, [dig] to find the key and leave hell. The exit takes you straight to the graveyard, and you should now head for the university and enter the secret lab. Abandoned notes explain that brutallium is a new type of explosive, which can turn light itself into hyper-relative-energy, following the formula e=mc3 no less. You also learn that the chief scientist went mad from his discoveries and later died. (You may rightfully speculate that it is the unfortunate "Deadhead!"). The brutallium research has since been abandoned as further progress proved futile. In one of the back rooms you confront the "Ruler of the Multiverse". Though his name may lead you to believe so, he is not a gangsta-rapper but an extra-terrestrial -with illusion of grandeur. The aliens have decided to lay the Earth barren before the humans wreck havoc with the newfound brutallium, and "the Ruler" is quite indifferent to the fact that the research has been abandoned. You must fight him, and very likely his henchman Zeros as well, to rescue the planet, but as "the Ruler" dies he presses a mysterious button, gasping in his death throes, that you may be up for a surprise... Chapter four - Plan Iota From Outer Space! >From now on, things speed up again. "The Ruler" has just launched Plan Iota, which deals with resurrection of the recently dead. The characters that have died during the game now rise as "transombies" and seek out the player, craving human meat. Being politically correct, the transombies happily snack on the player regardless of race, religion and planet of origin, but the more characters B/B killed, the more transombies will have to share you. They are quite strong in numbers, so outside help is needed. Here the [hide] and [sneak] commands come in handy. Make your way back to the coach station where a coach is rushed ready for departure, and it takes you straight to the neo-Slavonic settlement "Lodz Vegas". The big thing in this city is visiting the "Duma" nightclub. There is a special show on tonight, but only one ticket left and that belongs to Ivan (who is bigger than you). Ivan will gladly trade you his ticket for Bela's genuine autograph (the ones sold at the market are fake), and you can freely enter the "Duma". If you have delivered the music score from Deleria to the studio, Elvis (yes, that Elvis) waits for you in the nightclub. He has worked undercover as an intergalactic FBI agent for a number of years but has now left the service to re-launch his music career, and he is of course the artist behind the album you have helped produce. As a sign of gratitude, Elvis follows you back to Edwood and helps you to fight off the transombies. Elvis also gives you a mysterious key, adorned with a gargoyle's head and this, dear player, puts you very close to the very conclusion of the adventure. The key opens the headless-gargoyle crypt in the graveyard, which is also the secret alien headquarter. Enter the crypt, press the big red button (conveniently labelled "self-destruct"), and you have foiled Plan Iota Hints and Easter eggs: While the news-flasher is excellent for locating "dark Julian or Juliet", it is not essential for winning the game. If you find yourself struggling to meet the 15:10 appointment with George, simply start out by picking up the straightjacket (after talking to Stan), and carry out the quest for Airwave in your own time once you have fought "dark Julian or Juliet". Alternately you can head straight for the university and create the bunny-pox antidote, give it to the rabbit-breeder in return for $100 and buy the newsflasher yourself in order to save time. Once you have carried out the quest for Airwave, you can then sell the spare newsflasher to get a refund. We are talking non-linearity here, folks. So, you have a hard time tracking down Stan ? Entering the asylum without a straightjacket is risky but it can be done: pick up the key and wait outside the asylum until about 16:00. By then there shouldn't be that many inmates left. Open the door and [sneak] through the corridors to get to the office. (This can also put you close to the 16:30 time limit for locating the killer) When the transombies run amuck, they break down the studio gates and you no longer need the pass-card to gain access. Be aware though, that the transombies may attack Deleria and compromise your chances of winning the game if the "Elvis" quest has not been carried out. Train with martial arts expert Chen Kyuy to increase your attack and defence values (costs $100). Buy a spiked club at the market to increase the damage you do in combat (+2), or buy a whip in the "world of leather" to do likewise (+3) and to look really Teutonic. Dig around the graves in the cemetery to reveal helpful items: The rabbit's foot can be worn for good luck, and the necklace can be sold for a profit. The white rock can be wielded (+1) until you can afford to buy a decent weapon. The gravedigger will be upset if you steal the cross so leave that one alone. The characters drop their belongings when they die. Don't get your hands dirty though, as the killer leaves all items behind, and attacking folks decreases your reputation. The exception is Dr. Schnell, who owns a valuable diamond. Killing him does not change your reputation for some reason. So, you read the poisoned book anyway despite the warnings. The poison kicks in after a turn or so, which leaves you time to eat any food-object to raise your hit-points above zero. Visit the store in hell before you enter the arena. The only valuable items are the red potion (for hp) and the old smelly sock: when worn, it adds more punch to your attack value, but lowers your popularity. The punk-demon can tell you about it. You can find a pen in the storage room in hell. Use it to [sign the guestbook]. This will call forth an imp who will follow you around and can carry things for you. Though mostly peaceful, the imp will sometimes help you in battle and it will fight along against the gladiator. Someone has left a blue potion by the exit from hell. When drunk it restores your hit points. Although the game can be as action-filled as you like it, you can actually win the game by fighting a mere 3 foes: dark Julian or Juliet, the gladiator in hell, and the Ruler of the Multiverse. How? Hide before you enter the Ruler's office, sneak west and attack him while you are hidden, and he will be dead before he can say "Zeros". Stay put, and [sneak] your way back to the coach station, avoiding the transombies. The difficulty setting decides the number of transombies, and makes dark Julian/Juliet appear in a random location. The game was designed and programmed by Morten Rasmussen (c) 2001